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The Curator

Developer
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Posts posted by The Curator


  1. Powers

    • Confuse
      • Fixed an issue where most AVs and GMs became highly resistant to confuse.
    • Arsenal Control > Tear Gas

      • Fixed a bug where the power's recharge was accidentally lowered to 180s, recharge was not intended to go down from 240s

    • Battle Axe > Pendulum (Tanker)

      • Fixed power description to mention tanker cap mechanics

      • Fixed Target cap display

    • Dark Armor > Soul Transfer

      • Addressed an issue where the power would not auto-revive if the player is under level 35

    • Electric Melee > Jacob's Ladder (Tanker)

      • Fixed an issue where this power had a higher arc than intended

    • Epic > Dark Mastery > Soul Consumption:
      • Fixed a bug where the Defender version of this power was recharging in 1000s instead of 600s.
      • Fixed a bug where the endurance drain and +end of the Defender version of the power was scale 2 instead of scale 1, as the other versions.
    • Plant Control > Spirit Tree
      • Fixed a bug where this power could be repelled moving it away from its visual fx.
    • Psionic Armor > Aura of Insanity

      • Addressed an issue where the power would be disabled when epic and pool powers were disabled

    • Psionic Armor > Aura of Madness

      • Addressed an issue where the power would be disabled when epic and pool powers were disabled

      • Fixed a bug introduced last patch where this power was inflicting damage instead of debuffing damage

    • Psionic Armor > Memento Mori

      • Addressed an issue where the power would not auto-revive if the player is under level 35

    • Psionic Armor > Impose Presence
      • Fixed an issue where this power was available at level 10 instead of level 8.
    • Psionic Armor > Precognition
      • Fixed a bug in the brute version of the power that had it provide half the intended Psi defense
    • Radiation Armor > Ground Zero
      • Fixed an issue that was making this power have a higher area factor for PPM than expected
    • Regeneration > Second Wind
      • Fix for an issue were refreshing this power before it has expired would result in no refreshing of the self-resurrect effect.
      • Addressed an issue where the power would not auto-revive if the player is under level 35

      • Typo fixes

    • Regeneration > Reactive Regeneration:
      • [PvP only] Corrected a bug where only Brutes got the base +regen reduction change, change now also applies to Scrappers, Stalkers and Tankers.
      • [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08.
      • [PvP only] Regen Resistance granted by stacks in this power has been removed in PvP.
      • [PvP only] Reverted the removal of -Regen Resistance, as it was removed from the incorrect power.
    • Stone Armor > Geode

      • Fixed an issue where the lingering Geode buff was ignoring enhancements

    • Thermal Radiation > Power of the Phoenix
      • Fixed a bug where the Defender version of this power was only usable on foes

     


    Costume

    Costumes Fixes

    • Fixed Asymmetrical Gloves on Huge Robe and Jacket that were using the wrong models and rendering incorrectly.
    • Fixed Asymmetrical Gloves on Female Sleeveless Jacket that were using the wrong models and rendering incorrectly.

     


    Zones

    Kallisti Wharf

    • Fixed errant spawn exit points on the Kallisti Wharf supergroup base portal causing players to become stuck.
    • Fixed an area on the east side that caused pedestrians to accumulate without escape.
    • Fixed pathing beacons to indoor locations.
    • Moved a plaque out of the pedestrian walking path.

     

    Labyrinth of Fog

    • Fixed a variable error that caused the Minotaur's 'moo' sound effect to not play.

     


    Rewards

    Aether Reward Fixes

    • Merit_Costume_Power.png.76fcd192f7ed2a3e5493bb0a8b5333a4.png Effect: Luminous - Restored previous customization, labeled 'Eyes and Body' for clarity.
    • Merit_Costume_Power.png.76fcd192f7ed2a3e5493bb0a8b5333a4.png Effect: Umbral - Restored previous customization, labeled 'Eyes and Body' for clarity.

     


    Tasks

    General - Advanced Mode

    • Arachnos Soldiers/Arachnos Widows who own the Bane/Night Widow stealth powers are not targeted by map-wide DoT effects.

     

    Erin West - 'Cutting Back Old Growth'

    • Renamed the Alpha Team members.
    • Removing need for players to turn in the final mission.

     

    Alexander the Great - 'Know They Enemy'

    • Added visual clarity to the last portal the player needs to take in the finale mission.
    • Text clean up.

     

    Robert Kogan - 'The Sunlight and the Spotlight'

    • Fixed badge not granting at arc completion.
      • Those who previously completed the arc will receive the badge retroactively.
    • Fixed dialog tags and arcvars.
    • Removing need for players to turn in the final mission.
    • Added missing moral choice rewards to Kogan.
    • Fixed a gender reference in Kogan.
    • Fixing Major Benjamin's dialog so it doesn't fire all at once.

     

    Dap-Dap the Deal Maka' - 'Mergers and Acquisitions'

    • Mission 1: Glowie that is tied to Skulls arc completion is now what unlocks the back door, allowing full team access without teleportation from team leader.
    • Mission 2: Glowie added that depends on team leader owning the Illusionist badge, unlocks secret room, allowing full team access without teleportation from team leader.
    • Mission 5: Additional script redundancy awarding the ArcVar for the Dreck Ambush scenario and awarding the bonus mission.
    • Fixes to mini maps for various missions.
    • Fixed a typo in the lab turrets.
    • Changes to finale to prevent softlock.
    • Changes Dap-Dap's behaviors to go back to Combat once he's recovered from being downed.

     


    Enemies

    The Awakened

    • Lowered Conduit Psychic Battery from 40% to-hit to 10%, 20% damage buff to 16%.
    • Lowered Psionic Blast damage from scale 2.12 to scale 1.8.
    • Standardized Psionic Wounds to scale 1.64 DoT.

     

    Blackwing

    • Increased Coordinator Mind Link defense from 10% to 15%.
    • Increased Psionic Coordination defense from 5% to 7.5%.

     

    Freaklok

    • Removed Accelerate Metabolism from Freaklok Eidolon.
    • Increased Freaklok Eidolon Focus defense from 20% to 30%.
    • Removed Heart of Darkness from Freaklok Eidolon.
    • Removed Focus from Shambling Luminous Eidolon.
    • Removed Dark Regeneration from Shambling Mire Eidolon.
    • Removed Oppressive Gloom from Shambling Murk Eidolon.
    • Fixed some versions of Immolation with mismatched effects from other versions (all should now be a tohit/damage/recharge buff).

     

    Nemesis Automatons

    • Fixed General Automaton with 300% instead of 30% psionic resistance.

     

    Vanguard

    • Assault and Tactics updated to pseudotoggles that can be suppressed with mez or end drain.
    • Increased Bayonet animation time from 1.17s to 1.67s.
    • Decreased Burst animation time from 2.2s to 1s.
    • Plasma Blast given its own custom fx (was using Willie Pete Round's), increased recharge from 4s to 8s, decreased regeneration debuff from 500% for 30s to 200% for 15s.
    • Decreased SIGIL Round animation time from 3.83s to 2.17s.
    • Fixed Willie Pete Round using old pseudopet setup instead of maintargetonly flag.
    • Fixed Defense Aura having an activateperiod of 20s instead of 4s, missing an endurance cost and recharge time.
    • Fixed Freezing Sphere being a ranged attack instead of a melee AoE.
    • Decreased Ice Blast damage from scale 1.64 to scale 1.32, increased recharge from 5s to 6s.
    • Increased Life Drain damage from scale 1.0 to scale 1.64.
    • Fixed Vanguard Rifles and Claws having desynced attack fx on initial weapon draw.
    • Fixed Focus and Shockwave having swapped attack fx.
    • Fixed Vanguard Claws attack ranges being copied from endurance costs.

     

    Warriors

    • Decreased Reflexes defense from 15% to 10%.
    • Increased Practiced Brawler defense from 15% to 30%.
    • Increased Heightened Senses defense from 15% and 5% to 30% and 10%.

     

    Wyvern

    • Removed Talon Flash Arrow from Wing Raptor Agent.
    • Removed Eagle Eye from all Wyvern that appear in missions (still retained in overworld).
    • Increased Sting Agent and Raptor Agent piercing arrow resistance debuff from 5% to 10%.
    • Removed disorient protection/resistance from Body Armor, added perception debuff resistance.
    • Fixed a few Wyvern units missing Body Armor.

     

    Various

    • Increased reward scales for various Awakened, Freaklok, Gold Brickers, Paragon Police, Skulls, Vanguard, Warriors, and Wyvern to be more appropriate for their respective difficulty levels.

     


    Mission Maps

    Igneous Lava Cave

    • Fixed a minimap extents error on this mission map.

     


    Miscellaneous

    Name Tags

    • When using a name tag such as Helper, Help Me, or Roleplayer, your name color is no longer changed.
  2. Costume

    Costumes Fixes

    • Fixed Asymmetrical Gloves on Huge Robe and Jacket that were using the wrong models and rendering incorrectly.
    • Fixed Asymmetrical Gloves on Female Sleeveless Jacket that were using the wrong models and rendering incorrectly.

     


    Zones

    Kallisti Wharf

    • Fixed errant spawn exit points on the Kallisti Wharf supergroup base portal causing players to become stuck.
    • Fixed an area on the east side that caused pedestrians to accumulate without escape.
    • Fixed pathing beacons to indoor locations.
    • Moved a plaque out of the pedestrian walking path.

     

    Labyrinth of Fog

    • Fixed a variable error that caused the Minotaur's 'moo' sound effect to not play.

     


    Rewards

    Aether Reward Fixes

    • Merit_Costume_Power.png.76fcd192f7ed2a3e5493bb0a8b5333a4.png Effect: Luminous - Restored previous customization, labeled 'Eyes and Body' for clarity.
    • Merit_Costume_Power.png.76fcd192f7ed2a3e5493bb0a8b5333a4.png Effect: Umbral - Restored previous customization, labeled 'Eyes and Body' for clarity.

     


    Tasks

    Erin West - 'Cutting Back Old Growth'

    • Renamed the Alpha Team members.
    • Removing need for players to turn in the final mission.

     

    Alexander the Great - 'Know They Enemy'

    • Text clean up.

     

    Robert Kogan - 'The Sunlight and the Spotlight'

    • Fixed badge not granting at arc completion.
      • Those who previously completed the arc will receive the badge retroactively.
    • Fixed dialog tags and arcvars.
    • Removing need for players to turn in the final mission.
    • Added missing moral choice rewards to Kogan.
    • Fixed a gender reference in Kogan.
    • Fixing Major Benjamin's dialog so it doesn't fire all at once.

     

    Dap-Dap the Deal Maka' - 'Mergers and Acquisitions'

    • Mission 1: Glowie that is tied to Skulls arc completion is now what unlocks the back door, allowing full team access without teleportation from team leader.
    • Mission 2: Glowie added that depends on team leader owning the Illusionist badge, unlocks secret room, allowing full team access without teleportation from team leader.
    • Mission 5: Additional script redundancy awarding the ArcVar for the Dreck Ambush scenario and awarding the bonus mission.
    • Changes Dap-Dap's behaviors to go back to Combat once he's recovered from being downed.

     


    Enemies

    Blackwing

    • Increased Coordinator Mind Link defense from 10% to 15%.
    • Increased Psionic Coordination defense from 5% to 7.5%.

     

    Freaklok

    • Removed Accelerate Metabolism from Freaklok Eidolon.
    • Increased Freaklok Eidolon Focus defense from 20% to 30%.
    • Removed Heart of Darkness from Freaklok Eidolon.
    • Removed Focus from Shambling Luminous Eidolon.
    • Removed Dark Regeneration from Shambling Mire Eidolon.
    • Removed Oppressive Gloom from Shambling Murk Eidolon.
    • Fixed some versions of Immolation with mismatched effects from other versions (all should now be a tohit/damage/recharge buff).

     

    Nemesis Automatons

    • Fixed General Automaton with 300% instead of 30% psionic resistance.

     

    Vanguard

    • Assault and Tactics updated to pseudotoggles that can be suppressed with mez or end drain.
    • Increased Bayonet animation time from 1.17s to 1.67s.
    • Decreased Burst animation time from 2.2s to 1s.
    • Plasma Blast given its own custom fx (was using Willie Pete Round's), increased recharge from 4s to 8s, decreased regeneration debuff from 500% for 30s to 200% for 15s.
    • Decreased SIGIL Round animation time from 3.83s to 2.17s.
    • Fixed Willie Pete Round using old pseudopet setup instead of maintargetonly flag.
    • Fixed Defense Aura having an activateperiod of 20s instead of 4s, missing an endurance cost and recharge time.
    • Fixed Freezing Sphere being a ranged attack instead of a melee AoE.
    • Decreased Ice Blast damage from scale 1.64 to scale 1.32, increased recharge from 5s to 6s.
    • Increased Life Drain damage from scale 1.0 to scale 1.64.
    • Fixed Vanguard Rifles and Claws having desynced attack fx on initial weapon draw.
    • Fixed Focus and Shockwave having swapped attack fx.
    • Fixed Vanguard Claws attack ranges being copied from endurance costs.

     

    Warriors

    • Decreased Reflexes defense from 15% to 10%.
    • Increased Practiced Brawler defense from 15% to 30%.
    • Increased Heightened Senses defense from 15% and 5% to 30% and 10%.

     

    Wyvern

    • Removed Talon Flash Arrow from Wing Raptor Agent.
    • Removed Eagle Eye from all Wyvern that appear in missions (still retained in overworld).
    • Increased Sting Agent and Raptor Agent piercing arrow resistance debuff from 5% to 10%.
    • Removed disorient protection/resistance from Body Armor, added perception debuff resistance.
    • Fixed a few Wyvern units missing Body Armor.

     

    Various

    • Increased reward scales for various Awakened, Freaklok, Gold Brickers, Paragon Police, Skulls, Vanguard, Warriors, and Wyvern to be more appropriate for their respective difficulty levels.

     


    Miscellaneous

    Name Tags

    • When using a name tag such as Helper, Help Me, or Roleplayer, your name color is no longer changed.

  3. Powers

    • Plant Control > Spirit Tree: Fixed a bug where this power could be repelled moving it away from its visual fx.
    • Thermal Radiation > Power of the Phoenix: Fixed a bug where the Defender version of this power was only usable on foes.
    • Epic > Dark Mastery > Soul Consumption:
      • Fixed a bug where the Defender version of this power was recharging in 1000s instead of 600s.
      • Fixed a bug where the endurance drain and +end of the Defender version of the power was scale 2 instead of scale 1, as the other versions.
    • Regeneration > Second Wind: Fix for an issue where refreshing this power before it has expired would result in no refreshing of the self resurrect effect.
    • Psionic Armor > Impose Presence: Fixed an issue where this power was available at level 10 instead of level 8.
    • Confuse: Fixed an issue where most AVs and GMs became highly resistant to confuse.
    • Regeneration > Reactive Regeneration:

      • [PvP only] Corrected a bug where only Brutes got the base +regen reduction change, change now also applies to Scrappers, Stalkers and Tankers.

      • [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08.

      • [PvP only] Regen Resistance granted by stacks in this power has been removed in PvP.

      • [PvP only] Reverted the removal of -Regen Resistance, as it was removed from the incorrect power.

     


    Costume

    Costumes Fixes

    • Fixed Asymmetrical Gloves on Huge Robe and Jacket that were using the wrong models and rendering incorrectly.
    • Fixed Asymmetrical Gloves on Female Sleeveless Jacket that were using the wrong models and rendering incorrectly.

     


    Zones

    Kallisti Wharf

    • Fixed errant spawn exit points on the Kallisti Wharf supergroup base portal causing players to become stuck.
    • Fixed an area on the east side that caused pedestrians to accumulate without escape.
    • Fixed pathing beacons to indoor locations.
    • Moved a plaque out of the pedestrian walking path.

     

    Labyrinth of Fog

    • Fixed a variable error that caused the Minotaur's 'moo' sound effect to not play.

     


    Rewards

    Aether Reward Fixes

    • Merit_Costume_Power.png.76fcd192f7ed2a3e5493bb0a8b5333a4.png Effect: Luminous - Restored previous customization, labeled 'Eyes and Body' for clarity.
    • Merit_Costume_Power.png.76fcd192f7ed2a3e5493bb0a8b5333a4.png Effect: Umbral - Restored previous customization, labeled 'Eyes and Body' for clarity.

     


    Tasks

    General - Advanced Mode

    • Arachnos Soldiers/Arachnos Widows who own the Bane/Night Widow stealth powers are not targeted by map-wide DoT effects.

     

    Erin West - 'Cutting Back Old Growth'

    • Renamed the Alpha Team members.
    • Removing need for players to turn in the final mission.

     

    Alexander the Great - 'Know They Enemy'

    • Added visual clarity to the last portal the player needs to take in the finale mission.
    • Text clean up.

     

    Robert Kogan - 'The Sunlight and the Spotlight'

    • Fixed badge not granting at arc completion.
    • Fixed dialog tags and arcvars.
    • Removing need for players to turn in the final mission.
    • Added missing moral choice rewards to Kogan.
    • Fixed a gender reference in Kogan.
    • Fixing Major Benjamin's dialog so it doesn't fire all at once.

     

    Dap-Dap the Deal Maka' - 'Mergers and Acquisitions'

    • Mission 1: Glowie that is tied to Skulls arc completion is now what unlocks the back door, allowing full team access without teleportation from team leader.
    • Mission 2: Glowie added that depends on team leader owning the Illusionist badge, unlocks secret room, allowing full team access without teleportation from team leader.
    • Mission 5: Additional script redundancy awarding the ArcVar for the Dreck Ambush scenario and awarding the bonus mission.
    • Fixes to mini maps for various missions.
    • Fixed a typo in the lab turrets.
    • Changes to finale to prevent softlock.
    • Changes Dap-Dap's behaviors to go back to Combat once he's recovered from being downed.

     


    Enemies

    The Awakened

    • Lowered Conduit Psychic Battery from 40% to-hit to 10%, 20% damage buff to 16%.
    • Lowered Psionic Blast damage from scale 2.12 to scale 1.8.
    • Standardized Psionic Wounds to scale 1.64 DoT.

     

    Blackwing

    • Increased Coordinator Mind Link defense from 10% to 15%.
    • Increased Psionic Coordination defense from 5% to 7.5%.

     

    Freaklok

    • Removed Accelerate Metabolism from Freaklok Eidolon.
    • Increased Freaklok Eidolon Focus defense from 20% to 30%.
    • Removed Heart of Darkness from Freaklok Eidolon.
    • Removed Focus from Shambling Luminous Eidolon.
    • Removed Dark Regeneration from Shambling Mire Eidolon.
    • Removed Oppressive Gloom from Shambling Murk Eidolon.
    • Fixed some versions of Immolation with mismatched effects from other versions (all should now be a tohit/damage/recharge buff).

     

    Nemesis Automatons

    • Fixed General Automaton with 300% instead of 30% psionic resistance.

     

    Vanguard

    • Assault and Tactics updated to pseudotoggles that can be suppressed with mez or end drain.
    • Increased Bayonet animation time from 1.17s to 1.67s.
    • Decreased Burst animation time from 2.2s to 1s.
    • Plasma Blast given its own custom fx (was using Willie Pete Round's), increased recharge from 4s to 8s, decreased regeneration debuff from 500% for 30s to 200% for 15s.
    • Decreased SIGIL Round animation time from 3.83s to 2.17s.
    • Fixed Willie Pete Round using old pseudopet setup instead of maintargetonly flag.
    • Fixed Defense Aura having an activateperiod of 20s instead of 4s, missing an endurance cost and recharge time.
    • Fixed Freezing Sphere being a ranged attack instead of a melee AoE.
    • Decreased Ice Blast damage from scale 1.64 to scale 1.32, increased recharge from 5s to 6s.
    • Increased Life Drain damage from scale 1.0 to scale 1.64.
    • Fixed Vanguard Rifles and Claws having desynced attack fx on initial weapon draw.
    • Fixed Focus and Shockwave having swapped attack fx.
    • Fixed Vanguard Claws attack ranges being copied from endurance costs.

     

    Warriors

    • Decreased Reflexes defense from 15% to 10%.
    • Increased Practiced Brawler defense from 15% to 30%.
    • Increased Heightened Senses defense from 15% and 5% to 30% and 10%.

     

    Wyvern

    • Removed Talon Flash Arrow from Wing Raptor Agent.
    • Removed Eagle Eye from all Wyvern that appear in missions (still retained in overworld).
    • Increased Sting Agent and Raptor Agent piercing arrow resistance debuff from 5% to 10%.
    • Removed disorient protection/resistance from Body Armor, added perception debuff resistance.
    • Fixed a few Wyvern units missing Body Armor.

     

    Various

    • Increased reward scales for various Awakened, Freaklok, Gold Brickers, Paragon Police, Skulls, Vanguard, Warriors, and Wyvern to be more appropriate for their respective difficulty levels.

     


    Mission Maps

    Igneous Lava Cave

    • Fixed a minimap extents error on this mission map.

     


    Miscellaneous

    Name Tags

    • When using a name tag such as Helper, Help Me, or Roleplayer, your name color is no longer changed.
    • Thumbs Up 1

  4. Powers

    • Reverting balance changes for future balance pass:
      • Glittering Column explosion internal recharge.
      • Hypnotizing Lights Proc split.
      • Radiation Therapy adaptive recharge and DR adjustments.
    • Plant Control > Spirit Tree: Fixed a bug where this power could be repelled moving it away from its visual fx.
    • Thermal Radiation > Power of the Phoenix: Fixed a bug where the Defender version of this power was only usable on foes.
    • Epic > Dark Mastery > Soul Consumption:
      • Fixed a bug where the Defender version of this power was recharging in 1000s instead of 600s.
      • Fixed a bug where the endurance drain and +end of the Defender version of the power was scale 2 instead of scale 1, as the other versions.
    • Regeneration > Second Wind: Fix for an issue where refreshing this power before it has expired would result in no refreshing of the self resurrect effect.
    • Psionic Armor > Impose Presence: Fixed an issue where this power was available at level 10 instead of level 8.
    • Confuse: Fixed an issue where most AVs and GMs became highly resistant to confuse.
    • Regeneration > Reactive Regeneration:

      • [PvP only] Corrected a bug where only Brutes got the base +regen reduction change, change now also applies to Scrappers, Stalkers and Tankers.

      • [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08.

      • [PvP only] Regen Resistance granted by stacks in this power has been removed in PvP.

      • [PvP only] Reverted the removal of -Regen Resistance, as it was removed from the incorrect power.

     


    Tasks

    General - Advanced Mode

    • Arachnos Soldiers/Arachnos Widows who own the Bane/Night Widow stealth powers are not targeted by map-wide DoT effects.

     

    Dap-Dap the Deal Maka - 'Mergers and Acquisitions'

    • Fixes to mini maps for various missions.

    • Fixed a typo in the lab turrets.

    • Fix to make credit for defeating Dreck + the bonus mission more consistent.

     

    Alexander the Great - 'Know Thy Enemy'

    • Added visual clarity to the last portal the player needs to take in the finale mission.

     


    Mission Maps

    Igneous Lava Cave

    • Fixed a minimap extents error on this mission map.

     


    Enemies

    The Awakened

    • Lowered Conduit Psychic Battery from 40% to-hit to 10%, 20% damage buff to 16%.
    • Lowered Psionic Blast damage from scale 2.12 to scale 1.8.
    • Standardized Psionic Wounds to scale 1.64 DoT.

  5. Powers

    • Psionic Armor > Consume Psyche / Devour Psyche

      • Fixed a bug where this power would pop up red "First Target Only" popups every time it was used
      • Fixed a bug where the Res(Heal) debuff was being suppressed
    • Psionic Armor > Memento Mori

      • Fixed a timing issue with the conscious usage auto self rez
    • Psionic Armor > Aura of Insanity

      • This power should now accept ATOs
    • Dark Armor >Soul Transfer

      • Fixed a timing issue with the conscious usage auto self rez
    • Self Rez

      • Players will now be stealthed in PvE while under the effects of self-rez Untouchable buffs
    • Radiation Armor > Radiation Therapy

      • Diminishing return changed from a multiplicative -30% per target to a flat 30% strength value for all secondary targets.
      • Adjusted Adaptive recharge to:
        • 25s base
        • +9.5s for the first target
        • 2.8 for every additional target
        • A maximum of 60s recharge
        • This should address proc issues introduced in RC2
    • Electric Control > Conductive Aura

      • Fixed an issue where the recovery/regen buff from this power was not stacking
    • Electric Armor > Grounded

      • Off-ground duration of KB protection dialed back to 5 seconds
    • Text issues

      • Fixed an issue where some powers had too many back-to-back line breaks
    • Plant Control > Seeds of Confusion

      • Fixed an issue where the controller version of this power was triggering Domination
    • Pyrotechnic Control > Glittering Column

      • Due to bugs with this power, various aspects were reimplemented
      • The power should no longer grant some players a Glitter Explosion power
      • -ToHit debuff moved to it's own Aura Power, separate from the taunt and explosion.
        • This aura can hit 16 targets in a 15ft radius and the effect lingers for 10s
        • The aura starts from the moment the Column is created, but requires a ToHit check to apply per tick.
    • Pyrotechnic Control > Hypnotizing Lights

      • Fixed an issue where this power was not able to proc domination, overpower or containment damage from it's confuse sub-power
    • Robotics > Maintenance Drone

      • Fixed an issue where this power was not spending the pet's HP
    • Regeneration > Instant Healing [PvP only]

      • [PvP only] Reduced unenhanceable regeneration from scale 6.00 to scale 4.00
    • Regeneration > Reactive Regeneration

      • [PvP only] Reduced base +regeneration from scale 2.00 + to scale 0.80
      • [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08
    • Regeneration > Reactive Regeneration

      • [PvP only] Remove resistance to -regen in PvP
    • Tankers:

      • The following powers were inadvertently boosted in radius when they were not intended to. These radius boosts have been rolled back.
        • Dark Melee > Dark Consumption
        • Dark Melee > Soul Drain

     


    Badges

    City Badge Tracker

    • Increased max memory limit on the tracker's script to prevent it from crashing when used by a lot of players over time.

     


    Tasks

    Erin West - 'Cutting Back Old Growth'

    • Fixes to bugs in Mission1_2 and Mission 3_5

     

    Robert Kogan - 'The Sun and the Spotlight'

    • Fix to wrong actor speaking in Kogan tip mission.

    • Fixing looping dialog.

     


    Miscellaneous

    New Player Experience

    • Update to Welcome Message Dialogue to account for Roleplaying Role and thematic font colors.

     

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  6. i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png



    Patch Notes - Issue 28: Legacy, Page 2



    Only looking for what changed in Release Candidate 2.1? Check here! All changes are also in the full patch notes found below.

     

    RELEASE CANDIDATE 2.1 CHANGES:

    Spoiler

    Powers

    • Staff Fighting
      • Fixed damage scale on all versions of Guarded Spin and Innocuous Strikes
    • Electric Control > Synaptic Overload

      • Adjustments to the timing in Adaptive Recharge effect triggering

      • Fixed missing jump FX in the Dominator version of the power

    • Electric Control > Jolting Chain

      • Fixed missing jump FX in the Dominator version of the power

    • Electric Control > Tesla Coil
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
    • Gravity Control > Gravity Distortion Field
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
      • Lowered tick damage, was higher than intended
    • Plant Control > Vines
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
      • Accelerated the DoT tick rate from 2s  to 1.5s
    • Dark Armor > Obscure Sustenance
      • The full power's effect should now be enhanceable
    • Dark Armor > Dark Regeneration (Sentinel)
      • Fixed level of availability
    • Dark Armor > Soul Transfer
      • Self buffs from this power should no longer be affected by level combat modifiers
      • Fixed power description for the following powers:
    • Dark Armor > Obscure Sustenance
      • Dark Armor > Soul Transfer
      • Dark Armor > Cloak of Fear
      • Dark Armor > Shadow Dweller
      • Psionic Armor > Precognition
    • Electric Armor > Grounded
      • Fixed issues that prevented this power's KB protection from persisting for the intended time period
    • Dark Armor > Cloak of Fear
      • Fixed an issue where in PvP this power could permanently lockdown a player

    • Psionic Armor > Aura of Insanity
      • Fixed a bug where the sleep ticks were applying triple the -resist debuff in PvP
      • Fixed a bug where the mez effects magnitude were being resisted in PvP
      • Fixed a similar issue to Cloak of Fear, lesser chance but still possible for it to permanently lock down a player in PvP

    • Ice Armor > Energy Absorption
      • Fixed an issue that was generating too much combat spam whenever this power hit an enemy
    • Energy Aura > Energy Drain
      • Fixed an issue that was generating too much combat spam whenever this power hit an enemy
    • Radiation Armor > Radiation Therapy
      • Adaptive Recharge adjusted: now has a base of 15s, 12s for first target up to a maximum of 60s recharge
      • Per target decay reduced from -30% to -25% per target
    • Tanker Sphere radius buffs no longer lower their damage, this applies to the following powers:
      • Broad Sword > Whirling Sword
      • Claws > Spin
      • Dual Blades > Typhons Edge
      • Energy Melee > Whirling Hands
      • Fiery Melee > Fire Sword Circle
      • Ice Melee > Frozen Aura
      • Katana > The Lotus Drops
      • Kinetic Attack > Burst
      • Martial Arts > Dragon's Tail
      • Psionic Melee > Mass Levitate
      • Radiation Melee > Atom Smasher
      • Savage Melee > Rending Flurry
      • Spines > Quills
      • Staff Fighting > Eye of the Storm
      • Street Justice > Spinning Strike
      • Titan Weapons > Whirling Smash
      • War Mace > Whirling Mace

     


    Tasks

    Robert Kogan - 'The Sun and the Spotlight'

    • Fixed issue that was preventing arc completion badge from granting.

     

    Alexander the Great - 'Know Thy Enemy'

    • Replaced placeholder Botis demon with elite boss.

     


    Zones

    The Labyrinth of Fog

    • When the Minotaur uses Cursed Plague Howl, it will reset their stuck timer.

     


    Reward Fixes

    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot: Fixed incorrect face texture.

     

     


    What's New in Issue 28, Page 2?

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life!
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions!
    • New Enemy Group: Blackwing Industries
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more!
    • Over twenty (21) new Badges!
    • Many bug fixes!
    • ...and much, much more!

     Marquee Features


    Kallisti Wharf Zone Comes To Life! [Focused Feedback]

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit

     

    Enemies Encountered

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback]

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback]

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback]

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04

     


    Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback]

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback]

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback]

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    brokers_V2.thumb.jpg.828e2ee19ec16d5402859a7be521a821.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries [Focused Feedback]

    • Now available in Architect Entertainment!

    screenshot_250530-15-10-34.thumb.jpg.ffa5e7c5dabd8498a3c7c8e81407a264.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

    Medics_V2.PNG.61e56400b672c39b57c466902f738b76.PNG

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

    Phantoms_V2.PNG.38ac7b964287dadd762d4c8297b77065.PNG

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

    Ballistiers_V2.PNG.f69abd63889776e7bdad288d2694364b.PNG

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

    Commanders_V2.PNG.26209fc5e226e350b0b826cb291bcb20.PNG

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

    Coordinators_V2.PNG.c067baf99163e5de37b66aa67c56b1de.PNG

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

    neutralizer_v2.PNG.173dfe4f5b9f89fefe970103f470bb28.PNG

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback]

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback]

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp [Focused Feedback]

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    • All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration.
    • Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%.

     


    Archetype Inherent Changes [Focused Feedback]

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft
    Quote

    Design Notes:

    In the last Tanker revamp, we aimed to beef up Tankers to better compete with Brutes in damage in a way that was distinct by focusing on AoE output. This was primarily achieved by:

    • Increasing the base damage Tankers deal
    • Adding an Area buff to Gauntlet, effecting most Tanker powers by increasing AoE size indirectly,
    • Adding increased target caps for Tanker AoE attacks (5 targets became 10, and 10 targets became 16)

     

    Initially, this was balanced out by Brutes still dealing more damage per swing as well as a pyramid effect as enemies are defeated, diminishing the Tanker AoE advantage as there were not as many targets to hit as a fight went on. We also wanted them to have a better start, with higher base damage, but lesser burst. We have found that over time this intended balance did not hold up by virtue of the same changes making it easier to keep the player AoEs saturated with targets across various mission and map types. The result was tankers overshooting our goals.

     

    The changes in this page are intended to address the following points from the prior Tanker revamp:

    • The damage buff reduction is proportionate to last revamp's damage increase, achieving the intended higher base but lower bursts. This was something that should had been part of that but was missed. 
    • Manually changing the radius of Tanker AoEs ensures that there are no unintended outliers from the global boost, while also having their AoEs follow the normal formula where larger coverage comes with slightly reduced output as a tradeoff.
    • A Tanker that can easily hit 10/5 and 16/10 enemies compared to other Melee AT's is dealing +100%/+60% more damage to the group. Diminishing return mechanics past standard caps are meant to ensure that the intended target caps still hit correctly, while anything beyond the normal caps still receive bonus damage.
    •  

    Tankers will still deal more damage than they had in the past, and be AoE specialists among the Melee AT's. We believe that this is a more balanced take for their intended role compared to more damage-focused counterparts. Despite all these changes, Tankers will still find themselves in a much better standing than they were before the previous revamp.


    Powers

    Darkness Manipulation [Focused Feedback]

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack [Focused Feedback]

    Simplified the -res stacking

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast [Focused Feedback]

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet will do 3 extra ticks of scale 0.4433 cold damage increased over 4.5 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma [Focused Feedback]

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting [Focused Feedback]

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
      • Perfection stacks duration increased from 6 seconds to 10 seconds
    • StaffFighting SkySplitter.png Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
    • StaffFighting EyeoftheStorm.png Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.

     

    Dark Armor [Focused Feedback]

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now recharges in 10 seconds if no targets are hit.
    • This power now grants a minor Absorb buff per foe hit, as well as Mez Protection for 30 seconds. 
    • Power now also grants resistance to -ToHit and -Endurance for 30 seconds
    • Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range and requires to hit at least one foe.
    • Used while conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements and sets (only useful for alive usage).

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Increased self heal component from 5% to 25% heal.
    • This power now offers -ToHit and -Regeneration resistance for its duration
    • Fixed a bug where Soul Noir theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets
    • No longer roots

     

    DarkArmor DarkEmbrace.png Dark Embrace

    • Reduced recharge from 4s to 2s

     

    DarkArmor DefractingCloud.png Murky Cloud

    • Reduced recharge from 4s to 2s

     

    Electric Armor [Focused Feedback]

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 10 seconds after touching ground.

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura [Focused Feedback]

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers [Focused Feedback]

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor [Focused Feedback]

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor [Focused Feedback]

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 30% weaker effect than the previous target
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration [Focused Feedback]

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control [Focused Feedback]

     

    ElectricControl TeslaCage.png Tesla Cage

    • Cast time reduced from 2.17s to 1.67s

     

    ElectricControl ChainFences.png Chain Fences

    • This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage

     

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 16.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    ElectricControl ParalyzingBlast.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • This power now applies -Recharge, -Fly and -Jump to up to 16 foes in the area of effect

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control [Focused Feedback]

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control [Focused Feedback]

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control [Focused Feedback]

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control [Focused Feedback]

    GravityControl GravityDistortionField.png Gravity Distortion Field

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict smashing damage to up to 5 foes every 4 seconds
    • Now takes damage enhancements and sets.
    • Now applies a -Speed debuff on up to 16 foes in the area of effect
    • Now applies the Gravity Distortion effect to all enemies that enter its area of effect

     

    Symphony Control [Focused Feedback]

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control [Focused Feedback]

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control [Focused Feedback]

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 8.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • Now applies a -DMG debuff on up to 16 foes in the area of effect
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Vines should now be able to trigger Containment (for reals this time)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control [Focused Feedback]

    arsenalcontrol_teargas.png Tear Gas

    • Now will hold up to 16 foes on summoning, then continue to hold up to 5 foes every 4 seconds for 60 seconds.
    • Increased duration from 45s to 60s, set stacking to replace
    • -Damage debuff applies to up to 16 foes in the area of effect

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control [Focused Feedback]

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor [Focused Feedback]

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     

    Misc Power Changes [Focused Feedback]

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    image.png.a71074040995a9e239b0da05e3fcd21b.png Self Resurrect powers

    • Self resurrect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon image.png.d8f3a6fcc27f532d965acd2c844a4a51.png.
    • This only applies to powers from armor sets, epic pools and prestige powers.

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cue should show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cue should show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation.
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft).
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
    • AtomicManipulation Hold.png Atomic Manipulation > Gamma Burst: Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics.
    • IcyOnslaught FrozenAura.png Ice Melee > Frozen Aura: This power should no longer display it's effects twice in the power info screen.

     

     


    Character Customization Improvements


    Costumes [Focused Feedback]

    New Costume Parts (62)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Huge > Head > Standard > Troll*
      • *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear.
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped*
      • *Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Various > Gloves > Blackwing > Custom
    • Female > Upper > Various > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Male/Huge > Upper > Various > Gloves > Imperial Defense Heavy
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order
      • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Upper > Robes > Gloves > Elemental Order
      • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
    • Fixed many categories that were missing the tintable Aeon Gloves.
    • Fixed a few Gold Bricker gloves that weren't set to collapse options properly.
    • Fixed a mistake on the skin mask of the Labeaux option for Sleeveless Robes on Female body types.

     


    Power Customization [Focused Feedback]

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Teleport

    • Pool > Teleportation > Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Teleport > Dark Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Dark Electricity customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    • The following costumes have had customization options removed:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > No Bubble (duplicate with Eyes)
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > No Bubble (duplicate with Eyes)

     

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22[Focused Feedback]

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
      • Fixed usage of eiminent domain in the badge description.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].
    • ProtectorOfParagonCity_Badge.png.f074d588a99c4c6854d0faf830d83c85.png Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand).

     

    City Badge Tracker [Focused Feedback]

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.

     


    Zones [Focused Feedback]

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated pride benches alongside plaque change. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit
    • Added a pair of Merit Vendors to each side of the zone.
    • Moved water fountains away from Fusionette so their SFX don't blast player's ears while using the trainer.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    The Hive

    • Added a Black Helicopter line destination so this zone can be accessed by villains.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.
    • Fixed incorrect lighting in Grandville's hospital room.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.
    • When the Minotaur uses Cursed Plague Howl, it will reset their stuck timer.

     

    Various

    • Added clickable door geometry to Arachnos Flyer doors to make them easier to use.

     

     


    Tasks [Focused Feedback]

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.
    • Stalkers are no longer hit by map-wide auto Damage Over Time effects that would break their stealth.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.
    • Fixed a typo comma during Dr. Aeon's cutscene monologue in Mission 2.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     

    Brokers

    • Allows Oberst Straxt to be introduced by Sharkhead brokers.

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps [Focused Feedback]

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms.
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced.

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies [Focused Feedback]

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.
    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x
      • Submachine Gun damage scale decreased from 1.2 to 0.87
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff
      • Pistols damage scale increased from 0.9 to 1.0
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x
      • Slug base accuracy increased from 1.0x to 1.05x
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon
      • Moonbeam damage scale increased from 1.3 to 1.96
      • Night Fall damage scale decreased from 2.0 to 1.1

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage

     

     


    Architect Entertainment [Focused Feedback]

    New Custom Enemy Powersets

    • Pyrotechnic Control: Now available on custom AE enemies.
    • Psionic Armor: Now available on custom AE enemies.

     

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • All existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'.
      • These older maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead.
    • The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.
    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.

     

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators and low gravity.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.

     

  7.   



    i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png

     



    Patch Notes - Issue 28: Legacy, Page 2



    Only looking for what changed in Release Candidate 2? Check here! All changes are also in the full patch notes found below.

     

    RELEASE CANDIDATE 2 CHANGES:

    Spoiler

    Powers

    • Staff Fighting
      • Fixed damage scale on all versions of Guarded Spin and Innocuous Strikes
    • Electric Control > Tesla Coil
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
    • Gravity Control > Gravity Distortion Field
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
    • Plant Control > Vines
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
    • Dark Armor > Obscure Sustenance
      • The full power's effect should now be enhanceable
    • Dark Armor > Dark Regeneration (Sentinel)
      • Fixed level of availability
    • Dark Armor > Soul Transfer
      • Self buffs from this power should no longer be affected by level combat modifiers
      • Fixed power description for the following powers:
    • Dark Armor > Obscure Sustenance
      • Dark Armor > Soul Transfer
      • Dark Armor > Cloak of Fear
      • Dark Armor > Shadow Dweller
      • Psionic Armor > Precognition
    • Electric Control > Tesla Coil
      • This version of the power was missing the RC2 fix for the pseudopatch pulse 1 hold. Should be working as intended now.

    • Electric Control > Synaptic Overload

      • Adjustments to the timing in Adaptive Recharge effect triggering.

      • Fixed missing jump FX in the Dominator version of the power.

    • Electric Control > Jolting Chain

      • Fixed missing jump FX in the Dominator version of the power.

    • Dark Armor > Cloak of Fear

      • Fixed an issue where in PvP this power could permanently lockdown a player.

    • Psionic Armor > Aura of Insanity / Aura of Madness

      • Fixed a similar issue to Cloak of Fear, lesser chance but still possible for it to permanently lock down a player in PvP.

    • Pyrotechnic Control > Catherine Wheel

      • Touch ups to glitter explosions.

    • Pyrotechnic Control > Glittering Column

      • Restored missing vertical missiles, retimed to match explosion time.

      • Fixed up Glittering Column FX, adding more glitter and missile trails.

    • Pyrotechnic Control

      • Touched up Catherine Wheel > Rocket Twirl targeting to ensure it goes off in melee range.

     


    Costume Fixes

    • Fixed a mistake on the skin mask of the Labeaux option for Sleeveless Robes on Female body types.

     


    Reward Fixes

     

    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot: Fixed incorrect sizing on upgraded version of costume.

     

     


    What's New in Issue 28, Page 2?

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life!
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions!
    • New Enemy Group: Blackwing Industries
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more!
    • Over twenty (21) new Badges!
    • Many bug fixes!
    • ...and much, much more!

     Marquee Features


    Kallisti Wharf Zone Comes To Life! [Focused Feedback]

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit

     

    Enemies Encountered

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback]

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback]

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback]

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04

     


    Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback]

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback]

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback]

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    brokers_V2.thumb.jpg.828e2ee19ec16d5402859a7be521a821.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries [Focused Feedback]

    • Now available in Architect Entertainment!

    screenshot_250530-15-10-34.thumb.jpg.ffa5e7c5dabd8498a3c7c8e81407a264.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

    Medics_V2.PNG.61e56400b672c39b57c466902f738b76.PNG

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

    Phantoms_V2.PNG.38ac7b964287dadd762d4c8297b77065.PNG

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

    Ballistiers_V2.PNG.f69abd63889776e7bdad288d2694364b.PNG

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

    Commanders_V2.PNG.26209fc5e226e350b0b826cb291bcb20.PNG

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

    Coordinators_V2.PNG.c067baf99163e5de37b66aa67c56b1de.PNG

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

    neutralizer_v2.PNG.173dfe4f5b9f89fefe970103f470bb28.PNG

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback]

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback]

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp [Focused Feedback]

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    • All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration.
    • Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%.

     


    Archetype Inherent Changes [Focused Feedback]

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft
    Quote

    Design Notes:

    In the last Tanker revamp, we aimed to beef up Tankers to better compete with Brutes in damage in a way that was distinct by focusing on AoE output. This was primarily achieved by:

    • Increasing the base damage Tankers deal
    • Adding an Area buff to Gauntlet, effecting most Tanker powers by increasing AoE size indirectly,
    • Adding increased target caps for Tanker AoE attacks (5 targets became 10, and 10 targets became 16)

     

    Initially, this was balanced out by Brutes still dealing more damage per swing as well as a pyramid effect as enemies are defeated, diminishing the Tanker AoE advantage as there were not as many targets to hit as a fight went on. We also wanted them to have a better start, with higher base damage, but lesser burst. We have found that over time this intended balance did not hold up by virtue of the same changes making it easier to keep the player AoEs saturated with targets across various mission and map types. The result was tankers overshooting our goals.

     

    The changes in this page are intended to address the following points from the prior Tanker revamp:

    • The damage buff reduction is proportionate to last revamp's damage increase, achieving the intended higher base but lower bursts. This was something that should had been part of that but was missed. 
    • Manually changing the radius of Tanker AoEs ensures that there are no unintended outliers from the global boost, while also having their AoEs follow the normal formula where larger coverage comes with slightly reduced output as a tradeoff.
    • A Tanker that can easily hit 10/5 and 16/10 enemies compared to other Melee AT's is dealing +100%/+60% more damage to the group. Diminishing return mechanics past standard caps are meant to ensure that the intended target caps still hit correctly, while anything beyond the normal caps still receive bonus damage.
    •  

    Tankers will still deal more damage than they had in the past, and be AoE specialists among the Melee AT's. We believe that this is a more balanced take for their intended role compared to more damage-focused counterparts. Despite all these changes, Tankers will still find themselves in a much better standing than they were before the previous revamp.


    Powers

    Darkness Manipulation [Focused Feedback]

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack [Focused Feedback]

    Simplified the -res stacking

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast [Focused Feedback]

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet will do 3 extra ticks of scale 0.4433 cold damage increased over 4.5 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma [Focused Feedback]

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting [Focused Feedback]

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
      • Perfection stacks duration increased from 6 seconds to 10 seconds
    • StaffFighting SkySplitter.png Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
    • StaffFighting EyeoftheStorm.png Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.

     

    Dark Armor [Focused Feedback]

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now recharges in 10 seconds if no targets are hit.
    • This power now grants a minor Absorb buff per foe hit, as well as Mez Protection for 30 seconds. 
    • Power now also grants resistance to -ToHit and -Endurance for 30 seconds
    • Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range and requires to hit at least one foe.
    • Used while conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements and sets (only useful for alive usage).

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Increased self heal component from 5% to 25% heal.
    • This power now offers -ToHit and -Regeneration resistance for its duration
    • Fixed a bug where Soul Noir theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets
    • No longer roots

     

    DarkArmor DarkEmbrace.png Dark Embrace

    • Reduced recharge from 4s to 2s

     

    DarkArmor DefractingCloud.png Murky Cloud

    • Reduced recharge from 4s to 2s

     

    Electric Armor [Focused Feedback]

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 10 seconds after touching ground.

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura [Focused Feedback]

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers [Focused Feedback]

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor [Focused Feedback]

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor [Focused Feedback]

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 30% weaker effect than the previous target
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration [Focused Feedback]

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control [Focused Feedback]

     

    ElectricControl TeslaCage.png Tesla Cage

    • Cast time reduced from 2.17s to 1.67s

     

    ElectricControl ChainFences.png Chain Fences

    • This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage

     

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 16.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    ElectricControl ParalyzingBlast.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • This power now applies -Recharge, -Fly and -Jump to up to 16 foes in the area of effect

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control [Focused Feedback]

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control [Focused Feedback]

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control [Focused Feedback]

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control [Focused Feedback]

    GravityControl GravityDistortionField.png Gravity Distortion Field

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict smashing damage to up to 5 foes every 4 seconds
    • Now takes damage enhancements and sets.
    • Now applies a -Speed debuff on up to 16 foes in the area of effect
    • Now applies the Gravity Distortion effect to all enemies that enter its area of effect

     

    Symphony Control [Focused Feedback]

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control [Focused Feedback]

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control [Focused Feedback]

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 8.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • Now applies a -DMG debuff on up to 16 foes in the area of effect
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Vines should now be able to trigger Containment (for reals this time)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control [Focused Feedback]

    arsenalcontrol_teargas.png Tear Gas

    • Now will hold up to 16 foes on summoning, then continue to hold up to 5 foes every 4 seconds for 60 seconds.
    • Increased duration from 45s to 60s, set stacking to replace
    • -Damage debuff applies to up to 16 foes in the area of effect

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control [Focused Feedback]

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor [Focused Feedback]

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     

    Misc Power Changes [Focused Feedback]

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    image.png.a71074040995a9e239b0da05e3fcd21b.png Self Resurrect powers

    • Self resurrect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon image.png.d8f3a6fcc27f532d965acd2c844a4a51.png.
    • This only applies to powers from armor sets, epic pools and prestige powers.

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cue should show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cue should show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation.
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft).
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
    • AtomicManipulation Hold.png Atomic Manipulation > Gamma Burst: Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics.
    • IcyOnslaught FrozenAura.png Ice Melee > Frozen Aura: This power should no longer display it's effects twice in the power info screen.

     

     


    Character Customization Improvements


    Costumes [Focused Feedback]

    New Costume Parts (62)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Huge > Head > Standard > Troll*
      • *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear.
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped*
      • *Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Various > Gloves > Blackwing > Custom
    • Female > Upper > Various > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Male/Huge > Upper > Various > Gloves > Imperial Defense Heavy
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order
      • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Upper > Robes > Gloves > Elemental Order
      • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
    • Fixed many categories that were missing the tintable Aeon Gloves.
    • Fixed a few Gold Bricker gloves that weren't set to collapse options properly.
    • Fixed a mistake on the skin mask of the Labeaux option for Sleeveless Robes on Female body types.

     


    Power Customization [Focused Feedback]

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Teleport

    • Pool > Teleportation > Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Teleport > Dark Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Dark Electricity customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    • The following costumes have had customization options removed:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > No Bubble (duplicate with Eyes)
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > No Bubble (duplicate with Eyes)

     

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22[Focused Feedback]

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
      • Fixed usage of eiminent domain in the badge description.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].
    • ProtectorOfParagonCity_Badge.png.f074d588a99c4c6854d0faf830d83c85.png Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand).

     

    City Badge Tracker [Focused Feedback]

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.

     


    Zones [Focused Feedback]

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated pride benches alongside plaque change. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit
    • Added a pair of Merit Vendors to each side of the zone.
    • Moved water fountains away from Fusionette so their SFX don't blast player's ears while using the trainer.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    The Hive

    • Added a Black Helicopter line destination so this zone can be accessed by villains.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.
    • Fixed incorrect lighting in Grandville's hospital room.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.

     

    Various

    • Added clickable door geometry to Arachnos Flyer doors to make them easier to use.

     

     


    Tasks [Focused Feedback]

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.
    • Stalkers are no longer hit by map-wide auto Damage Over Time effects that would break their stealth.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.
    • Fixed a typo comma during Dr. Aeon's cutscene monologue in Mission 2.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     

    Brokers

    • Allows Oberst Straxt to be introduced by Sharkhead brokers.

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps [Focused Feedback]

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms.
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced.

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies [Focused Feedback]

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.
    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x
      • Submachine Gun damage scale decreased from 1.2 to 0.87
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff
      • Pistols damage scale increased from 0.9 to 1.0
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x
      • Slug base accuracy increased from 1.0x to 1.05x
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon
      • Moonbeam damage scale increased from 1.3 to 1.96
      • Night Fall damage scale decreased from 2.0 to 1.1

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage

     

     


    Architect Entertainment [Focused Feedback]

    New Custom Enemy Powersets

    • Pyrotechnic Control: Now available on custom AE enemies.
    • Psionic Armor: Now available on custom AE enemies.

     

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • All existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'.
      • These older maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead.
    • The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.
    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.

     

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators and low gravity.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.

     


  8. Powers

    • Psionic Armor > Consume Psyche / Devour Psyche

      • Fixed a bug where this power would pop up red "First Target Only" popups every time it was used
      • Fixed a bug where the Res(Heal) debuff was being suppressed
    • Psionic Armor > Memento Mori

      • Fixed a timing issue with the conscious usage auto self rez
    • Psionic Armor > Aura of Insanity

      • This power should now accept ATOs
    • Dark Armor >Soul Transfer

      • Fixed a timing issue with the conscious usage auto self rez
    • Self Rez

      • Players will now be stealthed in PvE while under the effects of self-rez Untouchable buffs
    • Radiation Armor > Radiation Therapy

      • Diminishing return changed from a multiplicative -30% per target to a flat 30% strength value for all secondary targets.
      • Adjusted Adaptive recharge to:
        • 25s base
        • +9.5s for the first target
        • 2.8 for every additional target
        • A maximum of 60s recharge
        • This should address proc issues introduced in RC2
    • Electric Control > Conductive Aura

      • Fixed an issue where the recovery/regen buff from this power was not stacking
    • Electric Armor > Grounded

      • Off-ground duration of KB protection dialed back to 5 seconds
    • Text issues

      • Fixed an issue where some powers had too many back-to-back line breaks
    • Plant Control > Seeds of Confusion

      • Fixed an issue where the controller version of this power was triggering Domination
    • Pyrotechnic Control > Glittering Column

      • Due to bugs with this power, various aspects were reimplemented
      • The power should no longer grant some players a Glitter Explosion power
      • -ToHit debuff moved to it's own Aura Power, separate from the taunt and explosion.
        • This aura can hit 16 targets in a 15ft radius and the effect lingers for 10s
        • The aura starts from the moment the Column is created, but requires a ToHit check to apply per tick.
    • Pyrotechnic Control > Hypnotizing Lights

      • Fixed an issue where this power was not able to proc domination, overpower or containment damage from it's confuse sub-power
    • Robotics > Maintenance Drone

      • Fixed an issue where this power was not spending the pet's HP
    • Regeneration > Instant Healing [PvP only]

      • [PvP only] Reduced unenhanceable regeneration from scale 6.00 to scale 4.00
    • Regeneration > Reactive Regeneration

      • [PvP only] Reduced base +regeneration from scale 2.00 + to scale 0.80
      • [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08
    • Regeneration > Reactive Regeneration

      • [PvP only] Remove resistance to -regen in PvP
    • Tankers:

      • The following powers were inadvertently boosted in radius when they were not intended to. These radius boosts have been rolled back.
        • Dark Melee > Dark Consumption
        • Dark Melee > Soul Drain

     


    Badges

    City Badge Tracker

    • Increased max memory limit on the tracker's script to prevent it from crashing when used by a lot of players over time.

     


    Tasks

    Erin West - 'Cutting Back Old Growth'

    • Fixes to bugs in Mission1_2 and Mission 3_5

     

    Robert Kogan - 'The Sun and the Spotlight'

    • Fix to wrong actor speaking in Kogan tip mission.

    • Fixing looping dialog.

     


    Miscellaneous

    New Player Experience

    • Update to Welcome Message Dialogue to account for Roleplaying Role and thematic font colors.

     



  9. i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png



    Patch Notes - Issue 28: Legacy, Page 2



    Only looking for what changed in Release Candidate 2? Check here! All changes are also in the full patch notes found below.

     

    RELEASE CANDIDATE 2 CHANGES:

    Spoiler

    Powers

    • Staff Fighting
      • Fixed damage scale on all versions of Guarded Spin and Innocuous Strikes
    • Electric Control > Tesla Coil
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
    • Gravity Control > Gravity Distortion Field
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
    • Plant Control > Vines
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
    • Dark Armor > Obscure Sustenance
      • The full power's effect should now be enhanceable
    • Dark Armor > Dark Regeneration (Sentinel)
      • Fixed level of availability
    • Dark Armor > Soul Transfer
      • Self buffs from this power should no longer be affected by level combat modifiers
      • Fixed power description for the following powers:
    • Dark Armor > Obscure Sustenance
      • Dark Armor > Soul Transfer
      • Dark Armor > Cloak of Fear
      • Dark Armor > Shadow Dweller
      • Psionic Armor > Precognition

     


    Costume Fixes

    • Fixed a mistake on the skin mask of the Labeaux option for Sleeveless Robes on Female body types.

     


    Reward Fixes

    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot: Fixed incorrect sizing on upgraded version of costume.

     

     


    What's New in Issue 28, Page 2?

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life!
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions!
    • New Enemy Group: Blackwing Industries
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more!
    • Over twenty (21) new Badges!
    • Many bug fixes!
    • ...and much, much more!

     Marquee Features


    Kallisti Wharf Zone Comes To Life! [Focused Feedback]

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit

     

    Enemies Encountered

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback]

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback]

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback]

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04

     


    Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback]

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback]

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback]

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    brokers_V2.thumb.jpg.828e2ee19ec16d5402859a7be521a821.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries [Focused Feedback]

    • Now available in Architect Entertainment!

    screenshot_250530-15-10-34.thumb.jpg.ffa5e7c5dabd8498a3c7c8e81407a264.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

    Medics_V2.PNG.61e56400b672c39b57c466902f738b76.PNG

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

    Phantoms_V2.PNG.38ac7b964287dadd762d4c8297b77065.PNG

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

    Ballistiers_V2.PNG.f69abd63889776e7bdad288d2694364b.PNG

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

    Commanders_V2.PNG.26209fc5e226e350b0b826cb291bcb20.PNG

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

    Coordinators_V2.PNG.c067baf99163e5de37b66aa67c56b1de.PNG

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

    neutralizer_v2.PNG.173dfe4f5b9f89fefe970103f470bb28.PNG

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback]

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback]

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp [Focused Feedback]

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    • All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration.
    • Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%.

     


    Archetype Inherent Changes [Focused Feedback]

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft
    Quote

    Design Notes:

    In the last Tanker revamp, we aimed to beef up Tankers to better compete with Brutes in damage in a way that was distinct by focusing on AoE output. This was primarily achieved by:

    • Increasing the base damage Tankers deal
    • Adding an Area buff to Gauntlet, effecting most Tanker powers by increasing AoE size indirectly,
    • Adding increased target caps for Tanker AoE attacks (5 targets became 10, and 10 targets became 16)

     

    Initially, this was balanced out by Brutes still dealing more damage per swing as well as a pyramid effect as enemies are defeated, diminishing the Tanker AoE advantage as there were not as many targets to hit as a fight went on. We also wanted them to have a better start, with higher base damage, but lesser burst. We have found that over time this intended balance did not hold up by virtue of the same changes making it easier to keep the player AoEs saturated with targets across various mission and map types. The result was tankers overshooting our goals.

     

    The changes in this page are intended to address the following points from the prior Tanker revamp:

    • The damage buff reduction is proportionate to last revamp's damage increase, achieving the intended higher base but lower bursts. This was something that should had been part of that but was missed. 
    • Manually changing the radius of Tanker AoEs ensures that there are no unintended outliers from the global boost, while also having their AoEs follow the normal formula where larger coverage comes with slightly reduced output as a tradeoff.
    • A Tanker that can easily hit 10/5 and 16/10 enemies compared to other Melee AT's is dealing +100%/+60% more damage to the group. Diminishing return mechanics past standard caps are meant to ensure that the intended target caps still hit correctly, while anything beyond the normal caps still receive bonus damage.
    •  

    Tankers will still deal more damage than they had in the past, and be AoE specialists among the Melee AT's. We believe that this is a more balanced take for their intended role compared to more damage-focused counterparts. Despite all these changes, Tankers will still find themselves in a much better standing than they were before the previous revamp.


    Powers

    Darkness Manipulation [Focused Feedback]

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack [Focused Feedback]

    Simplified the -res stacking

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast [Focused Feedback]

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet will do 3 extra ticks of scale 0.4433 cold damage increased over 4.5 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma [Focused Feedback]

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting [Focused Feedback]

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
      • Perfection stacks duration increased from 6 seconds to 10 seconds
    • StaffFighting SkySplitter.png Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
    • StaffFighting EyeoftheStorm.png Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.

     

    Dark Armor [Focused Feedback]

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now recharges in 10 seconds if no targets are hit.
    • This power now grants a minor Absorb buff per foe hit, as well as Mez Protection for 30 seconds. 
    • Power now also grants resistance to -ToHit and -Endurance for 30 seconds
    • Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range and requires to hit at least one foe.
    • Used while conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements and sets (only useful for alive usage).

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Increased self heal component from 5% to 25% heal.
    • This power now offers -ToHit and -Regeneration resistance for its duration
    • Fixed a bug where Soul Noir theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets
    • No longer roots

     

    DarkArmor DarkEmbrace.png Dark Embrace

    • Reduced recharge from 4s to 2s

     

    DarkArmor DefractingCloud.png Murky Cloud

    • Reduced recharge from 4s to 2s

     

    Electric Armor [Focused Feedback]

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 10 seconds after touching ground.

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura [Focused Feedback]

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers [Focused Feedback]

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor [Focused Feedback]

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor [Focused Feedback]

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 30% weaker effect than the previous target
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration [Focused Feedback]

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control [Focused Feedback]

     

    ElectricControl TeslaCage.png Tesla Cage

    • Cast time reduced from 2.17s to 1.67s

     

    ElectricControl ChainFences.png Chain Fences

    • This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage

     

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 16.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    ElectricControl ParalyzingBlast.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • This power now applies -Recharge, -Fly and -Jump to up to 16 foes in the area of effect

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control [Focused Feedback]

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control [Focused Feedback]

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control [Focused Feedback]

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control [Focused Feedback]

    GravityControl GravityDistortionField.png Gravity Distortion Field

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict smashing damage to up to 5 foes every 4 seconds
    • Now takes damage enhancements and sets.
    • Now applies a -Speed debuff on up to 16 foes in the area of effect
    • Now applies the Gravity Distortion effect to all enemies that enter its area of effect

     

    Symphony Control [Focused Feedback]

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control [Focused Feedback]

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control [Focused Feedback]

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 8.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • Now applies a -DMG debuff on up to 16 foes in the area of effect
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Vines should now be able to trigger Containment (for reals this time)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control [Focused Feedback]

    arsenalcontrol_teargas.png Tear Gas

    • Now will hold up to 16 foes on summoning, then continue to hold up to 5 foes every 4 seconds for 60 seconds.
    • Increased duration from 45s to 60s, set stacking to replace
    • -Damage debuff applies to up to 16 foes in the area of effect

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control [Focused Feedback]

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor [Focused Feedback]

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     

    Misc Power Changes [Focused Feedback]

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    image.png.a71074040995a9e239b0da05e3fcd21b.png Self Resurrect powers

    • Self resurrect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon image.png.d8f3a6fcc27f532d965acd2c844a4a51.png.
    • This only applies to powers from armor sets, epic pools and prestige powers.

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cue should show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cue should show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation.
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft).
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
    • AtomicManipulation Hold.png Atomic Manipulation > Gamma Burst: Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics.
    • IcyOnslaught FrozenAura.png Ice Melee > Frozen Aura: This power should no longer display it's effects twice in the power info screen.

     

     


    Character Customization Improvements


    Costumes [Focused Feedback]

    New Costume Parts (62)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Huge > Head > Standard > Troll*
      • *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear.
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped*
      • *Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Various > Gloves > Blackwing > Custom
    • Female > Upper > Various > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Male/Huge > Upper > Various > Gloves > Imperial Defense Heavy
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order
      • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Upper > Robes > Gloves > Elemental Order
      • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
    • Fixed many categories that were missing the tintable Aeon Gloves.
    • Fixed a few Gold Bricker gloves that weren't set to collapse options properly.
    • Fixed a mistake on the skin mask of the Labeaux option for Sleeveless Robes on Female body types.

     


    Power Customization [Focused Feedback]

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Teleport

    • Pool > Teleportation > Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Teleport > Dark Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Dark Electricity customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    • The following costumes have had customization options removed:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > No Bubble (duplicate with Eyes)
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > No Bubble (duplicate with Eyes)

     

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22[Focused Feedback]

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
      • Fixed usage of eiminent domain in the badge description.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].
    • ProtectorOfParagonCity_Badge.png.f074d588a99c4c6854d0faf830d83c85.png Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand).

     

    City Badge Tracker [Focused Feedback]

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.

     


    Zones [Focused Feedback]

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated pride benches alongside plaque change. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit
    • Added a pair of Merit Vendors to each side of the zone.
    • Moved water fountains away from Fusionette so their SFX don't blast player's ears while using the trainer.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    The Hive

    • Added a Black Helicopter line destination so this zone can be accessed by villains.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.
    • Fixed incorrect lighting in Grandville's hospital room.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.

     

    Various

    • Added clickable door geometry to Arachnos Flyer doors to make them easier to use.

     

     


    Tasks [Focused Feedback]

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.
    • Stalkers are no longer hit by map-wide auto Damage Over Time effects that would break their stealth.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.
    • Fixed a typo comma during Dr. Aeon's cutscene monologue in Mission 2.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     

    Brokers

    • Allows Oberst Straxt to be introduced by Sharkhead brokers.

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps [Focused Feedback]

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms.
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced.

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies [Focused Feedback]

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.
    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x
      • Submachine Gun damage scale decreased from 1.2 to 0.87
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff
      • Pistols damage scale increased from 0.9 to 1.0
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x
      • Slug base accuracy increased from 1.0x to 1.05x
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon
      • Moonbeam damage scale increased from 1.3 to 1.96
      • Night Fall damage scale decreased from 2.0 to 1.1

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage

     

     


    Architect Entertainment [Focused Feedback]

    New Custom Enemy Powersets

    • Pyrotechnic Control: Now available on custom AE enemies.
    • Psionic Armor: Now available on custom AE enemies.

     

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • All existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'.
      • These older maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead.
    • The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.
    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.

     

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators and low gravity.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.

     



  10. i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png

     



    Patch Notes - Issue 28: Legacy, Page 2



    Only looking for what changed in Release Candidate 2? Check here! All changes are also in the full patch notes found below.

     

    RELEASE CANDIDATE 2 CHANGES:

    Spoiler

    Powers

    • Staff Fighting
      • Fixed damage scale on all versions of Guarded Spin and Innocuous Strikes
    • Electric Control > Synaptic Overload

      • Adjustments to the timing in Adaptive Recharge effect triggering

      • Fixed missing jump FX in the Dominator version of the power

    • Electric Control > Jolting Chain

      • Fixed missing jump FX in the Dominator version of the power

    • Electric Control > Tesla Coil
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
    • Gravity Control > Gravity Distortion Field
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
      • Lowered tick damage, was higher than intended
    • Plant Control > Vines
      • Fixed a bug where the following hold patches did not have 100% on their opening holds:
      • Fixed power short help
      • Fixed a bug with the first wave AoE hold not lasting as long as expected
      • Accelerated the DoT tick rate from 2s  to 1.5s
    • Dark Armor > Obscure Sustenance
      • The full power's effect should now be enhanceable
    • Dark Armor > Dark Regeneration (Sentinel)
      • Fixed level of availability
    • Dark Armor > Soul Transfer
      • Self buffs from this power should no longer be affected by level combat modifiers
    • Fixed power description for the following powers:
      • Dark Armor > Obscure Sustenance
      • Dark Armor > Soul Transfer
      • Dark Armor > Cloak of Fear
      • Dark Armor > Shadow Dweller
      • Psionic Armor > Precognition
    • Electric Armor > Grounded
      • Fixed issues that prevented this power's KB protection from persisting for the intended time period
    • Dark Armor > Cloak of Fear
      • Fixed an issue where in PvP this power could permanently lockdown a player

    • Psionic Armor > Aura of Insanity
      • Fixed a bug where the sleep ticks were applying triple the -resist debuff in PvP
      • Fixed a bug where the mez effects magnitude were being resisted in PvP
      • Fixed a similar issue to Cloak of Fear, lesser chance but still possible for it to permanently lock down a player in PvP

    • Ice Armor > Energy Absorption
      • Fixed an issue that was generating too much combat spam whenever this power hit an enemy
    • Energy Aura > Energy Drain
      • Fixed an issue that was generating too much combat spam whenever this power hit an enemy
    • Radiation Armor > Radiation Therapy
      • Adaptive Recharge adjusted: now has a base of 15s, 12s for first target up to a maximum of 60s recharge
      • Per target decay reduced from -30% to -25% per target
    • Tanker Sphere radius buffs no longer lower their damage, this applies to the following powers:
      • Broad Sword > Whirling Sword
      • Claws > Spin
      • Dual Blades > Typhons Edge
      • Energy Melee > Whirling Hands
      • Fiery Melee > Fire Sword Circle
      • Ice Melee > Frozen Aura
      • Katana > The Lotus Drops
      • Kinetic Attack > Burst
      • Martial Arts > Dragon's Tail
      • Psionic Melee > Mass Levitate
      • Radiation Melee > Atom Smasher
      • Savage Melee > Rending Flurry
      • Spines > Quills
      • Staff Fighting > Eye of the Storm
      • Street Justice > Spinning Strike
      • Titan Weapons > Whirling Smash
      • War Mace > Whirling Mace
    • Pyrotechnic Control > Glittering Column

      • Now accepts Accurate ToHit Debuff IO Sets and applies to all parts of the power correctly

        • Duration of Glitter Explosion -ToHit lowered from 20s to 10s

    • Pyrotechnic Control > Hypnotizing Lights

      • Corrected defense type to Psionic

    • Pyrotechnic Control > Brilliant Barrage

      • Will correctly activate 2nd explosion if the main target is defeated

    • Pyrotechnic Control > Catherine Wheel

      • Powers should now have the correct short help

      • Powers now check vs Fire Defense

     


    Tasks

    Robert Kogan - 'The Sun and the Spotlight'

    • Fixed issue that was preventing arc completion badge from granting.

     

    Alexander the Great - 'Know Thy Enemy'

    • Replaced placeholder Botis demon with elite boss.

     


    Costume Fixes

    • Fixed a mistake on the skin mask of the Labeaux option for Sleeveless Robes on Female body types.

     


    Zones

    The Labyrinth of Fog

    • When the Minotaur uses Cursed Plague Howl, it will reset their stuck timer.

     


    Enemies

    Longbow

    • Spec-Ops: Now only use EMP Grenade when below 75% HP, giving players a chance to control them to avoid the attack.

     

    Nemesis

    • Fixed a bug where Vengeance's +DMG was applying to the wrong target.

     


    Reward Fixes

    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot: Fixed incorrect sizing on upgraded version of costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot: Fixed incorrect face texture.

     

     


    What's New in Issue 28, Page 2?

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life!
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions!
    • New Enemy Group: Blackwing Industries
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more!
    • Over twenty (21) new Badges!
    • Many bug fixes!
    • ...and much, much more!

     Marquee Features


    Kallisti Wharf Zone Comes To Life! 

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit

     

    Enemies Encountered

    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • The following are the main enemy groups found in Kallisti Wharf:
      • Blackwing Industries [NEW]
      • Freaklok
      • Crey
      • Freakshow
      • Warriors
      • Skulls
      • The Awakened
      • Unified People's Army (UPA)
      • Wyvern

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50)

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50)

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50)

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04

     


    Know Thy Enemy - Alexander the Great (Level 40-50)

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50)

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    brokers_V2.thumb.jpg.828e2ee19ec16d5402859a7be521a821.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries

    • Now available in Architect Entertainment!

    screenshot_250530-15-10-34.thumb.jpg.ffa5e7c5dabd8498a3c7c8e81407a264.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

    Medics_V2.PNG.61e56400b672c39b57c466902f738b76.PNG

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

    Phantoms_V2.PNG.38ac7b964287dadd762d4c8297b77065.PNG

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

    Ballistiers_V2.PNG.f69abd63889776e7bdad288d2694364b.PNG

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

    Commanders_V2.PNG.26209fc5e226e350b0b826cb291bcb20.PNG

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

    Coordinators_V2.PNG.c067baf99163e5de37b66aa67c56b1de.PNG

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

    neutralizer_v2.PNG.173dfe4f5b9f89fefe970103f470bb28.PNG

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators)

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers)

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    • All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration.
    • Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%.

     


    Archetype Inherent Changes

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft
    Quote

    Design Notes:

    In the last Tanker revamp, we aimed to beef up Tankers to better compete with Brutes in damage in a way that was distinct by focusing on AoE output. This was primarily achieved by:

    • Increasing the base damage Tankers deal
    • Adding an Area buff to Gauntlet, effecting most Tanker powers by increasing AoE size indirectly,
    • Adding increased target caps for Tanker AoE attacks (5 targets became 10, and 10 targets became 16)

     

    Initially, this was balanced out by Brutes still dealing more damage per swing as well as a pyramid effect as enemies are defeated, diminishing the Tanker AoE advantage as there were not as many targets to hit as a fight went on. We also wanted them to have a better start, with higher base damage, but lesser burst. We have found that over time this intended balance did not hold up by virtue of the same changes making it easier to keep the player AoEs saturated with targets across various mission and map types. The result was tankers overshooting our goals.

     

    The changes in this page are intended to address the following points from the prior Tanker revamp:

    • The damage buff reduction is proportionate to last revamp's damage increase, achieving the intended higher base but lower bursts. This was something that should had been part of that but was missed. 
    • Manually changing the radius of Tanker AoEs ensures that there are no unintended outliers from the global boost, while also having their AoEs follow the normal formula where larger coverage comes with slightly reduced output as a tradeoff.
    • A Tanker that can easily hit 10/5 and 16/10 enemies compared to other Melee AT's is dealing +100%/+60% more damage to the group. Diminishing return mechanics past standard caps are meant to ensure that the intended target caps still hit correctly, while anything beyond the normal caps still receive bonus damage.
    •  

    Tankers will still deal more damage than they had in the past, and be AoE specialists among the Melee AT's. We believe that this is a more balanced take for their intended role compared to more damage-focused counterparts. Despite all these changes, Tankers will still find themselves in a much better standing than they were before the previous revamp.


    Powers

    Darkness Manipulation

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack

    Simplified the -res stacking.

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet will do 3 extra ticks of scale 0.4433 cold damage increased over 4.5 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
      • Perfection stacks duration increased from 6 seconds to 10 seconds
    • StaffFighting SkySplitter.png Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
    • StaffFighting EyeoftheStorm.png Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.

     

    Dark Armor

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now recharges in 10 seconds if no targets are hit.
    • This power now grants a minor Absorb buff per foe hit, as well as Mez Protection for 30 seconds. 
    • Power now also grants resistance to -ToHit and -Endurance for 30 seconds
    • Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range and requires to hit at least one foe.
    • Used while conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements and sets (only useful for alive usage).

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Increased self heal component from 5% to 25% heal.
    • This power now offers -ToHit and -Regeneration resistance for its duration
    • Fixed a bug where Soul Noir theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets
    • No longer roots

     

    DarkArmor DarkEmbrace.png Dark Embrace

    • Reduced recharge from 4s to 2s

     

    DarkArmor DefractingCloud.png Murky Cloud

    • Reduced recharge from 4s to 2s

     

    Electric Armor

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 10 seconds after touching ground.

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 15 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 60 seconds. First target adds 12 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 25% weaker effect than the previous target
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control

     

    ElectricControl TeslaCage.png Tesla Cage

    • Cast time reduced from 2.17s to 1.67s

     

    ElectricControl ChainFences.png Chain Fences

    • This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage

     

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 16.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    ElectricControl ParalyzingBlast.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • This power now applies -Recharge, -Fly and -Jump to up to 16 foes in the area of effect

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control

    GravityControl GravityDistortionField.png Gravity Distortion Field

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict smashing damage to up to 5 foes every 4 seconds
    • Now takes damage enhancements and sets.
    • Now applies a -Speed debuff on up to 16 foes in the area of effect
    • Now applies the Gravity Distortion effect to all enemies that enter its area of effect

     

    Symphony Control

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 8.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • Now applies a -DMG debuff on up to 16 foes in the area of effect
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Vines should now be able to trigger Containment (for reals this time)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control

    arsenalcontrol_teargas.png Tear Gas

    • Now will hold up to 16 foes on summoning, then continue to hold up to 5 foes every 4 seconds for 60 seconds.
    • Increased duration from 45s to 60s, set stacking to replace
    • -Damage debuff applies to up to 16 foes in the area of effect

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     

    Misc Power Changes

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    image.png.a71074040995a9e239b0da05e3fcd21b.png Self Resurrect powers

    • Self resurrect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon image.png.d8f3a6fcc27f532d965acd2c844a4a51.png.
    • This only applies to powers from armor sets, epic pools and prestige powers.

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cue should show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cue should show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation.
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft).
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
    • AtomicManipulation Hold.png Atomic Manipulation > Gamma Burst: Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics.
    • IcyOnslaught FrozenAura.png Ice Melee > Frozen Aura: This power should no longer display it's effects twice in the power info screen.

     

     


    Character Customization Improvements


    Costumes

    New Costume Parts (62)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Huge > Head > Standard > Troll*
      • *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear.
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped*
      • *Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Various > Gloves > Blackwing > Custom
    • Female > Upper > Various > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Male/Huge > Upper > Various > Gloves > Imperial Defense Heavy
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order
      • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Upper > Robes > Gloves > Elemental Order
      • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
    • Fixed many categories that were missing the tintable Aeon Gloves.
    • Fixed a few Gold Bricker gloves that weren't set to collapse options properly.
    • Fixed a mistake on the skin mask of the Labeaux option for Sleeveless Robes on Female body types.

     


    Power Customization

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Teleport

    • Pool > Teleportation > Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Teleport > Dark Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Dark Electricity customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    • The following costumes have had customization options removed:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > No Bubble (duplicate with Eyes)
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > No Bubble (duplicate with Eyes)

     

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22)

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
      • Fixed usage of eiminent domain in the badge description.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].
    • ProtectorOfParagonCity_Badge.png.f074d588a99c4c6854d0faf830d83c85.png Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand).

     

    City Badge Tracker

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.

     


    Zones

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated pride benches alongside plaque change. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit
    • Added a pair of Merit Vendors to each side of the zone.
    • Moved water fountains away from Fusionette so their SFX don't blast player's ears while using the trainer.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    The Hive

    • Added a Black Helicopter line destination so this zone can be accessed by villains.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.
    • Fixed incorrect lighting in Grandville's hospital room.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.
    • When the Minotaur uses Cursed Plague Howl, it will reset their stuck timer.

     

    Various

    • Added clickable door geometry to Arachnos Flyer doors to make them easier to use.

     

     


    Tasks

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.
    • Stalkers are no longer hit by map-wide auto Damage Over Time effects that would break their stealth.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.
    • Fixed a typo comma during Dr. Aeon's cutscene monologue in Mission 2.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     

    Brokers

    • Allows Oberst Straxt to be introduced by Sharkhead brokers.

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms.
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced.

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.
    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.
    • Spec-Ops: Now only use EMP Grenade when below 75% HP, giving players a chance to control them to avoid the attack.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Nemesis

    • Fixed a bug where Vengeance's +DMG was applying to the wrong target.

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x
      • Submachine Gun damage scale decreased from 1.2 to 0.87
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff
      • Pistols damage scale increased from 0.9 to 1.0
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x
      • Slug base accuracy increased from 1.0x to 1.05x
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon
      • Moonbeam damage scale increased from 1.3 to 1.96
      • Night Fall damage scale decreased from 2.0 to 1.1

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage

     

     


    Architect Entertainment

    New Custom Enemy Powersets

    • Pyrotechnic Control: Now available on custom AE enemies.
    • Psionic Armor: Now available on custom AE enemies.

     

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • All existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'.
      • These older maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead.
    • The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.
    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.

     

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators and low gravity.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.

     

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    i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png



    Patch Notes - Issue 28: Legacy, Page 2



    Only looking for what changed in Release Candidate 1? Check here! All changes are also in the full patch notes found below.

     

    RELEASE CANDIDATE 1 CHANGES:

    Spoiler

    Powers

    • Procs
      • Fixed a bug where procs were doing less damage than intended
    • Tankers: The following cone powers had their damage revert missed last patch, that is being fixed in this build
      • Dual Blades > Sweeping Strike
      • War Mace > Shatter and
      • Staf Fighting > Innocuous Strikes
    • Seeds of Confusion
      • Fixed a bug where the controller version of this power was not applying Adaptive Recharge properly.
    • Electric Control > Jolting Chains
      • Further jump adjustments, power should now fork once on every target it hits, if there are foes in range
    • Electric Control > Synaptic Overload
      • Further jump adjustments, power should now fork once on every target it hits, if there are foes in range
    • Gravity Control > Gravity Distortion Field
      • The -Speed/res(knock) aura now pulses much faster.
      • Foes Wormholed into a Distortion Field should not be knocked back.
      • When first spawned, this power can Hold up to 16 foes for a short period of time, and then continue to hit up to 5 targets every 4 seconds
      • Power reverted to Foe Targeted behavior
      • Recharge reverted to 240s
    • Plant Control > Vines
      • When first spawned, this power can Hold up to 16 foes for a short period of time, and then continue to hit up to 5 targets every 4 seconds
      • Power reverted to Foe Targeted behavior
      • Recharge reverted to 240s
    • Electric Control > Tesla Coil
      • When first spawned, this power can Hold up to 16 foes for a short period of time, and then continue to hit up to 5 targets every 4 seconds
      • Power reverted to Foe Targeted behavior
      • Recharge reverted to 240s
    • Arsenal Control > Tear Gas
      • When first spawned, this power can Hold up to 16 foes for a short period of time, and then continue to hit up to 5 targets every 4 seconds
    • Pyrotechnic Control > Blast Off
      • Now deals vectored knockup to better contain enemy spread.

    • Pyrotechnic Control > Sparkling Cage - 

      • Blast Off chance increased from 20% to 25%

    • Pyrotechnic Control > Dazzle - 

      • Blast Off chance increased from 33% to 40%

    • Pyrotechnic Control > Sparkling Chain - 

      • Reduced endurance cost from 15.6 to 13. 

      • Main Target Blast Off chance increased from 33% to 40%

      • Secondary Target Blast Off chance increased from 20% to 25%

    • Pyrotechnic Control > Catherine Wheel - 

      • Updated FX, fixed issues with Dark Customization

      • Intercept Proc Recovery buff increased from 2% per stack to 10% per stack (caps at 100%)

      • Rocket Twirl radius decreased from 15ft to 12ft

      • Rocket Twirl recharge increased from 8s to 12s

        • This should reduce how often it casts the power without being surrounded

     


    Costumes

    Costume Fixes

    • Fixed the Seer Detail 2 and Seer Belt glows to properly appear at all times.

     


    Tasks

    General - Advanced Mode

    • Stalkers are no longer hit by map-wide auto Damage Over Time effects that would break their stealth.

     

    Brokers

    • Allows Oberst Straxt to be introduced by Sharkhead brokers

     


    Zones

    Grandville

    • Fixed incorrect lighting in Grandville's hospital room.

     


    Architect Entertainment

    Kallisti Wharf Office Maps

    • The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.
      • Fixed some of these new maps having incorrect Front/Middle/Back positions.

     


    What's New in Issue 28, Page 2?

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life!
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions!
    • New Enemy Group: Blackwing Industries
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more!
    • Over twenty (21) new Badges!
    • Many bug fixes!
    • ...and much, much more!

     Marquee Features


    Kallisti Wharf Zone Comes To Life! [Focused Feedback]

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit

     

    Enemies Encountered

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback]

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback]

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback]

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04

     


    Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback]

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback]

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback]

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    brokers_V2.thumb.jpg.828e2ee19ec16d5402859a7be521a821.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries [Focused Feedback]

    • Now available in Architect Entertainment!

    screenshot_250530-15-10-34.thumb.jpg.ffa5e7c5dabd8498a3c7c8e81407a264.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

    Medics_V2.PNG.61e56400b672c39b57c466902f738b76.PNG

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

    Phantoms_V2.PNG.38ac7b964287dadd762d4c8297b77065.PNG

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

    Ballistiers_V2.PNG.f69abd63889776e7bdad288d2694364b.PNG

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

    Commanders_V2.PNG.26209fc5e226e350b0b826cb291bcb20.PNG

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

    Coordinators_V2.PNG.c067baf99163e5de37b66aa67c56b1de.PNG

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

    neutralizer_v2.PNG.173dfe4f5b9f89fefe970103f470bb28.PNG

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback]

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback]

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp [Focused Feedback]

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    • All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration.
    • Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%.

     


    Archetype Inherent Changes [Focused Feedback]

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft
    Quote

    Design Notes:

    In the last Tanker revamp, we aimed to beef up Tankers to better compete with Brutes in damage in a way that was distinct by focusing on AoE output. This was primarily achieved by:

    • Increasing the base damage Tankers deal
    • Adding an Area buff to Gauntlet, effecting most Tanker powers by increasing AoE size indirectly,
    • Adding increased target caps for Tanker AoE attacks (5 targets became 10, and 10 targets became 16)

     

    Initially, this was balanced out by Brutes still dealing more damage per swing as well as a pyramid effect as enemies are defeated, diminishing the Tanker AoE advantage as there were not as many targets to hit as a fight went on. We also wanted them to have a better start, with higher base damage, but lesser burst. We have found that over time this intended balance did not hold up by virtue of the same changes making it easier to keep the player AoEs saturated with targets across various mission and map types. The result was tankers overshooting our goals.

     

    The changes in this page are intended to address the following points from the prior Tanker revamp:

    • The damage buff reduction is proportionate to last revamp's damage increase, achieving the intended higher base but lower bursts. This was something that should had been part of that but was missed. 
    • Manually changing the radius of Tanker AoEs ensures that there are no unintended outliers from the global boost, while also having their AoEs follow the normal formula where larger coverage comes with slightly reduced output as a tradeoff.
    • A Tanker that can easily hit 10/5 and 16/10 enemies compared to other Melee AT's is dealing +100%/+60% more damage to the group. Diminishing return mechanics past standard caps are meant to ensure that the intended target caps still hit correctly, while anything beyond the normal caps still receive bonus damage.
    •  

    Tankers will still deal more damage than they had in the past, and be AoE specialists among the Melee AT's. We believe that this is a more balanced take for their intended role compared to more damage-focused counterparts. Despite all these changes, Tankers will still find themselves in a much better standing than they were before the previous revamp.


    Powers

    Darkness Manipulation [Focused Feedback]

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack [Focused Feedback]

    Simplified the -res stacking

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast [Focused Feedback]

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet will do 3 extra ticks of scale 0.4433 cold damage increased over 4.5 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma [Focused Feedback]

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting [Focused Feedback]

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
      • Perfection stacks duration increased from 6 seconds to 10 seconds
    • StaffFighting SkySplitter.png Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
    • StaffFighting EyeoftheStorm.png Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.

     

    Dark Armor [Focused Feedback]

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now recharges in 10 seconds if no targets are hit.
    • This power now grants a minor Absorb buff per foe hit, as well as Mez Protection for 30 seconds. 
    • Power now also grants resistance to -ToHit and -Endurance for 30 seconds
    • Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range and requires to hit at least one foe.
    • Used while conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements and sets (only useful for alive usage).

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Increased self heal component from 5% to 25% heal.
    • This power now offers -ToHit and -Regeneration resistance for its duration
    • Fixed a bug where Soul Noir theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets
    • No longer roots

     

    DarkArmor DarkEmbrace.png Dark Embrace

    • Reduced recharge from 4s to 2s

     

    DarkArmor DefractingCloud.png Murky Cloud

    • Reduced recharge from 4s to 2s

     

    Electric Armor [Focused Feedback]

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 10 seconds after touching ground.

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura [Focused Feedback]

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers [Focused Feedback]

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor [Focused Feedback]

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor [Focused Feedback]

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 30% weaker effect than the previous target
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration [Focused Feedback]

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control [Focused Feedback]

     

    ElectricControl TeslaCage.png Tesla Cage

    • Cast time reduced from 2.17s to 1.67s

     

    ElectricControl ChainFences.png Chain Fences

    • This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage

     

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 16.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    image.png.5f6c36ddaac0e823a3f496a9990bb5f6.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • This power now applies -Recharge, -Fly and -Jump to up to 16 foes in the area of effect

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control [Focused Feedback]

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control [Focused Feedback]

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control [Focused Feedback]

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control [Focused Feedback]

    image.png.995069c58c3be4f2aea96cda4a2a69e8.png Gravity Distortion Field

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Now inflict smashing damage to up to 5 foes every 4 seconds
    • Now takes damage enhancements and sets.
    • Now applies a -Speed debuff on up to 16 foes in the area of effect
    • Now applies the Gravity Distortion effect to all enemies that enter its area of effect

     

    Symphony Control [Focused Feedback]

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control [Focused Feedback]

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control [Focused Feedback]

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 8.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will hold up to 16 foes on summoning and then continue to hold up to 5 every 4 seconds for 60 seconds.
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time to up to 5 foes every 4 seconds
    • Now applies a -DMG debuff on up to 16 foes in the area of effect
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Vines should now be able to trigger Containment (for reals this time)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control [Focused Feedback]

    arsenalcontrol_teargas.png Tear Gas

    • Now will hold up to 16 foes on summoning, then continue to hold up to 5 foes every 4 seconds for 60 seconds.
    • Increased duration from 45s to 60s, set stacking to replace
    • -Damage debuff applies to up to 16 foes in the area of effect

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control [Focused Feedback]

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor [Focused Feedback]

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     

    Misc Power Changes [Focused Feedback]

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    image.png.a71074040995a9e239b0da05e3fcd21b.png Self Resurrect powers

    • Self resurrect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon image.png.d8f3a6fcc27f532d965acd2c844a4a51.png
    • This only applies to powers from armor sets, epic pools and prestige powers.

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cueshould show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cueshould show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft)
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
    • AtomicManipulation Hold.png Atomic Manipulation > Gamma Burst: Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics.
    • IcyOnslaught FrozenAura.png Ice Melee > Frozen Aura: This power should no longer display it's effects twice in the power info screen.

     

     


    Character Customization Improvements


    Costumes [Focused Feedback]

    New Costume Parts (62)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Huge > Head > Standard > Troll*
      • *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear.
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped*
      • *Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Various > Gloves > Blackwing > Custom
    • Female > Upper > Various > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Male/Huge > Upper > Various > Gloves > Imperial Defense Heavy
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order
      • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Upper > Robes > Gloves > Elemental Order
      • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
    • Fixed many categories that were missing the tintable Aeon Gloves.
    • Fixed a few Gold Bricker gloves that weren't set to collapse options properly.
    • Fixed the Seer Detail 2 and Seer Belt glows to properly appear at all times.

     


    Power Customization [Focused Feedback]

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Teleport

    • Pool > Teleportation > Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Teleport > Dark Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Dark Electricity customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    • The following costumes have had customization options removed:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > No Bubble (duplicate with Eyes)
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > No Bubble (duplicate with Eyes)

     

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22[Focused Feedback]

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
      • Fixed usage of eiminent domain in the badge description.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].
    • ProtectorOfParagonCity_Badge.png.f074d588a99c4c6854d0faf830d83c85.png Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand).

     

    City Badge Tracker [Focused Feedback]

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.

     


    Zones [Focused Feedback]

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated pride benches alongside plaque change. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentworths: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit
    • Added a pair of Merit Vendors to each side of the zone.
    • Moved water fountains away from Fusionette so their SFX don't blast player's ears while using the trainer.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    The Hive

    • Added a Black Helicopter line destination so this zone can be accessed by villains.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.
    • Fixed incorrect lighting in Grandville's hospital room.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.

     

    Various

    • Added clickable door geometry to Arachnos Flyer doors to make them easier to use.

     

     


    Tasks [Focused Feedback]

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.
    • Stalkers are no longer hit by map-wide auto Damage Over Time effects that would break their stealth.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.
    • Fixed a typo comma during Dr. Aeon's cutscene monologue in Mission 2.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     

    Brokers

    • Allows Oberst Straxt to be introduced by Sharkhead brokers

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps [Focused Feedback]

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms.
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced.

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies [Focused Feedback]

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.
    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x
      • Submachine Gun damage scale decreased from 1.2 to 0.87
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff
      • Pistols damage scale increased from 0.9 to 1.0
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x
      • Slug base accuracy increased from 1.0x to 1.05x
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon
      • Moonbeam damage scale increased from 1.3 to 1.96
      • Night Fall damage scale decreased from 2.0 to 1.1

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage

     

     


    Architect Entertainment [Focused Feedback]

    New Custom Enemy Powersets

    • Pyrotechnic Control: Now available on custom AE enemies.
    • Psionic Armor: Now available on custom AE enemies.

     

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • All existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'.
      • These older maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead.
    • The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.
      • Fixed some of these maps having incorrect Front/Middle/Back positions.
    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.

     

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators and low gravity.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.

     



  12. i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png



    Patch Notes - Issue 28: Legacy, Page 2


    Current notes cumulative, not final page release notes.


    • Most changes from the previous beta build are listed in green.
      • Green text will become white text in the next set of patch notes.
    • Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue.
      • Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live.
    • Known issues are listed in purple

    Only looking for what changed in Build 6? Check here! All changes are also in the full patch notes found below.

     

    BUILD 6 CHANGES:

    Spoiler

    Powers

    • Melee power description description cleanup
      • There has been an extensive cleanup of melee set power descriptions, please keep eyes open to any inadvert errors
    • Tanker
      • All cones had their radius restored. Tanker Radius buffs now only apply to PBAoEs in melee sets and armors.
    • Arsenal Control > Tear Gas
      • -Damage debuff applies to up to 16 foes in the area of effect
    • Dark Armor >Soul Transfer:
      • Fixed a bug where this power would not stun targets if used alive
      • Power now also grants resistance to -ToHit and -Endurance for its duration
      • Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range and requires to hit at least one foe.
      • Fixed power description and short help
    • Electric Armor > Grounded
      • Improved the reliability of Grounded's KB uppon touching ground (note there will always be a chance due to lag that constant jumping will result in the effect not being awarded that tick)
    • Electric Control > Synaptic Overload
      • Jump timing adjusted
      • Target cap increased to 16
      • Adaptive recharge timing adjusted
    • Electric Control > Jolting Chain
      • Jump timing adjusted
    • Electric Control > Tesla Coil
      • This power now applies -Recharge, -Fly and -Jump to up to 16  foes in the area of effect
    • Psionic Armor > Psychokinetic Barrier
      • Fixed a bug where this power was overriding Memento Mori's Max HP buff
    • Psionic Armor > Aura of Insanity (Sentinels/Stalkers)
      • Renamed Aura of Madness
      • Psi DoT replaced with -damage
    • Psionic Armor > Memento Mori
      • If this power hits any foes, it now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range.
    • Psionic Armor > Precognition
      • Fixed a bug where the -Def resistance was not working as intended
      • Psionic Defense doubled (for reals this time)
    • Plant Control > Spirit Tree
      • Fixed a bug where the power would render overlapping trees
    • Plant Control > Seeds of Confusion
      • Adaptive recharge timing adjusted to 110s max due to reliability bugs in the target limiting implementation, all targets now count towards adaptive recharge
    • Plant Control > Vines
      • -Damage debuff applies to up to 16 foes in the area of effect
    • Regeneration > Second Wind
      • Due to a current code bug, Second Wind auto-rez effect that is granted if used while alive can not be enhanced. A note has been added to the power description to explain this, and the base heal/recovery the power provides has been increased until a code solution is found.
      • Known issue: Due to a timing bug, the revive prompt has been removed. Players will stand up after a 3 second delay should they fall if they are defeated while they own this power.
    • Black Hole
      • Fixed a bug in the Controller version of this power where the trawl effect lasted 15 seconds instead of 0.75s
      • Typo corrections
    • Pyrotechnic Control:
      • Fixed a handful of particles that did not properly recolor in the costume editor
      • Enhanced various FX for performance
      • Incendiary Aura has new FX
      • Sparkling Chain will now properly chain through a crowd even if an individual jump misses
      • PvP damage is corrected for all powers
    • Bug Fixes from live
      • Ice Melee > Frozen Aura: This power should no longer display it's effects twice in the power info screen

     


    Enemies

    Giant Monsters

    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.
      • Lowered the Colossal base MaxHP% increase back from 120% to 60% (40% on live). Additional HP% per player untouched from last version (25% on beta, 15% on live)

     

     


     What's New in Issue 28, Page 2?

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life! 💫
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions! 💬
    • New Enemy Group: Blackwing Industries 🚓
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep 💤
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more! 👁️‍🗨️
    • Over twenty (21) new Badges! 🎖️
    • Many bug fixes! 🐞
    • ...and much, much more!

     Marquee Features


    Kallisti Wharf Zone Comes To Life! [Focused Feedback]

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentsworth: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit

     

    Enemies Encountered

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback]

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback]

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback]

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04

     


    Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback]

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback]

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback]

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    brokers_V2.thumb.jpg.828e2ee19ec16d5402859a7be521a821.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries [Focused Feedback]

    • Now available in Architect Entertainment!

    screenshot_250530-15-10-34.thumb.jpg.ffa5e7c5dabd8498a3c7c8e81407a264.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

     

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

     

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

     

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

     

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

     

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

     

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback]

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback]

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.
      • Reduced recharge from 4s to 2s

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
      • Reduced recharge from 4s to 2s

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
      • Fixed a bug where the -Def resistance was not working as intended
      • Psionic Defense doubled (for reals this time)

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
      • Fixed a bug where this power was overriding Memento Mori's Max HP buff

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

      • If this power hits any foes, it now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp [Focused Feedback]

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    • All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration.
    • Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%.

     


    Archetype Inherent Changes [Focused Feedback]

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius and range of all tanker Primary and Secondary Cones by 50%
      • Cones no longer have their arc boosted This has been reverted, Tanker Cones now behave the same as other melee AT cones aside from their target caps.
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft
    Quote

    Design Notes:

    In the last Tanker revamp, we aimed to beef up Tankers to better compete with Brutes in damage in a way that was distinct by focusing on AoE output. This was primarily achieved by:

    • Increasing the base damage Tankers deal
    • Adding an Area buff to Gauntlet, effecting most Tanker powers by increasing AoE size indirectly,
    • Adding increased target caps for Tanker AoE attacks (5 targets became 10, and 10 targets became 16)

     

    Initially, this was balanced out by Brutes still dealing more damage per swing as well as a pyramid effect as enemies are defeated, diminishing the Tanker AoE advantage as there were not as many targets to hit as a fight went on. We also wanted them to have a better start, with higher base damage, but lesser burst. We have found that over time this intended balance did not hold up by virtue of the same changes making it easier to keep the player AoEs saturated with targets across various mission and map types. The result was tankers overshooting our goals.

     

    The changes in this page are intended to address the following points from the prior Tanker revamp:

    • The damage buff reduction is proportionate to last revamp's damage increase, achieving the intended higher base but lower bursts. This was something that should had been part of that but was missed. 
    • Manually changing the radius of Tanker AoEs ensures that there are no unintended outliers from the global boost, while also having their AoEs follow the normal formula where larger coverage comes with slightly reduced output as a tradeoff.
    • A Tanker that can easily hit 10/5 and 16/10 enemies compared to other Melee AT's is dealing +100%/+60% more damage to the group. Diminishing return mechanics past standard caps are meant to ensure that the intended target caps still hit correctly, while anything beyond the normal caps still receive bonus damage.
    •  

    Tankers will still deal more damage than they had in the past, and be AoE specialists among the Melee AT's. We believe that this is a more balanced take for their intended role compared to more damage-focused counterparts. Despite all these changes, Tankers will still find themselves in a much better standing than they were before the previous revamp.


    Powers

    Darkness Manipulation [Focused Feedback]

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack [Focused Feedback]

    Simplified the -res stacking

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast [Focused Feedback]

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet cold damage increased from 1 tick of scale 1.47 to 4 ticks of sale 0.7 over 6 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma [Focused Feedback]

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting [Focused Feedback]

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
      • Perfection stacks duration increased from 6 seconds to 10 seconds
    • StaffFighting SkySplitter.png Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
    • StaffFighting EyeoftheStorm.png Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.

     

    Dark Armor [Focused Feedback]

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now recharges in 10 seconds if no targets are hit.
    • This power now grants a minor Absorb buff per foe hit, as well as Mez Protection for 30 seconds. 
    • Power now also grants resistance to -ToHit and -Endurance for 30 seconds
    • Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range and requires to hit at least one foe.
    • Used while conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements and sets (only useful for alive usage).
    • Fixed a bug where this power would not stun targets if used alive
    • Fixed power description and short help

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Increased self heal component from 5% to 25% heal.
    • This power now offers -ToHit and -Regeneration resistance for its duration
    • Fixed a bug where Soul Noir theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets
    • No longer roots

     

    DarkArmor DarkEmbrace.png Dark Embrace

    • Reduced recharge from 4s to 2s

     

    DarkArmor DefractingCloud.png Murky Cloud

    • Reduced recharge from 4s to 2s

     

    Electric Armor [Focused Feedback]

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 10 seconds after touching ground.
      • Improved the reliability of Grounded's KB uppon touching ground (note there will always be a chance due to lag that constant jumping will result in the effect not being awarded that tick)

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura [Focused Feedback]

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers [Focused Feedback]

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor [Focused Feedback]

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor [Focused Feedback]

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 30% weaker effect than the previous target
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration [Focused Feedback]

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.
    • Due to a current code bug, Second Wind auto-rez effect that is granted if used while alive can not be enhanced. A note has been added to the power description to explain this, and the base heal/recovery the power provides has been increased until a code solution is found.
    • Known issue: Due to a timing bug, the revive prompt has been removed. Players will stand up after a 3 second delay should they fall if they are defeated while they own this power.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control [Focused Feedback]

     

    ElectricControl TeslaCage.png Tesla Cage

    • Cast time reduced from 2.17s to 1.67s

     

    ElectricControl ChainFences.png Chain Fences

    • This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage

     

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Jump timing adjusted

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 16.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 
    • Jump timing adjusted
    • Target cap increased to 16
    • Adaptive recharge timing adjusted

     

    image.png.5f6c36ddaac0e823a3f496a9990bb5f6.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Recharge lowered from 240s to 180s
    • Now a location based power.
    • Creates a pseudopet that continuously holds enemies over 60 seconds.
    • Can now do damage over time, accepts damage enhancements and sets.
    • This power now applies -Recharge, -Fly and -Jump to up to 16 foes in the area of effect

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control [Focused Feedback]

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control [Focused Feedback]

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control [Focused Feedback]

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control [Focused Feedback]

    image.png.995069c58c3be4f2aea96cda4a2a69e8.png Gravity Distortion Field

    • Changed to location based power.
    • Recharge lowered from 240s to 180s
    • Now summons an area of effect pseudopet that lasts up to 60s and will hold random enemies within.
    • Power now inflicts smashing damage when it holds enemies.
    • Now takes damage enhancements and sets.
    • Should now apply the Gravity Distortion effect to all enemies that enter its area of effect

     

    Symphony Control [Focused Feedback]

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control [Focused Feedback]

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control [Focused Feedback]

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 8.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds. 
    • Adaptive recharge timing adjusted to 110s max due to reliability bugs in the target limiting implementation, all targets now count towards adaptive recharge

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.
    • Fixed a bug where the power would render overlapping trees

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will continue to hold enemies up to 60 seconds.
    • Recharge lowered from 240s to 180s
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time on its targets.
    • Now applies a -DMG debuff on up to 16 foes in the area of effect
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Vines should now be able to trigger Containment (for reals this time)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control [Focused Feedback]

    arsenalcontrol_teargas.png Tear Gas

    • Increased duration from 45s to 60s, set stacking to replace
    • Recharge lowered from 240s to 180s
    • -Damage debuff applies to up to 16 foes in the area of effect

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control [Focused Feedback]

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor [Focused Feedback]

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
      • Fixed a bug where the -Def resistance was not working as intended
      • Psionic Defense doubled (for reals this time)

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
      • Fixed a bug where this power was overriding Memento Mori's Max HP buff

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Madness

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, -Damage(All), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will see their damage reduced. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Mori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Using this power while conscious will give you one opportunity to get back up should you be defeated while its effects are active.

      • If this power hits any foes, it now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Note this resurrect is not as strong as it could be if the player was to use it while as a rez with multiple foes in range.

     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Madness

    Memento Mori

     

    Misc Power Changes [Focused Feedback]

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.
      • Fixed a bug in the Controller version of this power where the trawl effect lasted 15 seconds instead of 0.75s
      • Typo corrections

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    image.png.a71074040995a9e239b0da05e3fcd21b.png Self Resurrect powers

    • Self resurrect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon image.png.d8f3a6fcc27f532d965acd2c844a4a51.png
    • This only applies to powers from armor sets, epic pools and prestige powers.

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cueshould show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cueshould show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft)
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
    • AtomicManipulation Hold.png Atomic Manipulation > Gamma Burst: Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics.
    • IcyOnslaught FrozenAura.png Ice Melee > Frozen Aura: This power should no longer display it's effects twice in the power info screen

     

     


    Character Customization Improvements


    Costumes [Focused Feedback]

    New Costume Parts (62)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Huge > Head > Standard > Troll*
      • *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear.
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped*
      • *Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Various > Gloves > Blackwing > Custom
    • Female > Upper > Various > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Male/Huge > Upper > Various > Gloves > Imperial Defense Heavy
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order
      • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Upper > Robes > Gloves > Elemental Order
      • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
    • Fixed many categories that were missing the tintable Aeon Gloves.
    • Fixed a few Gold Bricker gloves that weren't set to collapse options properly.

     


    Power Customization [Focused Feedback]

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Teleport

    • Pool > Teleportation > Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Teleport > Dark Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Dark Electricity customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    • The following costumes have had customization options removed:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > No Bubble (duplicate with Eyes)
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > No Bubble (duplicate with Eyes)

     

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22[Focused Feedback]

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
      • Fixed usage of eiminent domain in the badge description.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].
    • ProtectorOfParagonCity_Badge.png.f074d588a99c4c6854d0faf830d83c85.png Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand).

     

    City Badge Tracker [Focused Feedback]

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.

     


    Zones [Focused Feedback]

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated pride benches alongside plaque change. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentsworth: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit
    • Added a pair of Merit Vendors to each side of the zone.
    • Moved water fountains away from Fusionette so their SFX don't blast player's ears while using the trainer.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    The Hive

    • Added a Black Helicopter line destination so this zone can be accessed by villains.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.

     

    Various

    • Added clickable door geometry to Arachnos Flyer doors to make them easier to use.

     

     


    Tasks [Focused Feedback]

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.
    • Fixed a typo comma during Dr. Aeon's cutscene monologue in Mission 2.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps [Focused Feedback]

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms.
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced.

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies [Focused Feedback]

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.
    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.
      • Lowered the Colossal base MaxHP% increase back from 120% to 60% (40% on live). Additional HP% per player untouched from last version (25% on beta, 15% on live).

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x
      • Submachine Gun damage scale decreased from 1.2 to 0.87
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff
      • Pistols damage scale increased from 0.9 to 1.0
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x
      • Slug base accuracy increased from 1.0x to 1.05x
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon
      • Moonbeam damage scale increased from 1.3 to 1.96
      • Night Fall damage scale decreased from 2.0 to 1.1

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage

     

     


    Architect Entertainment [Focused Feedback]

    New Custom Enemy Powersets

    • Pyrotechnic Control: Now available on custom AE enemies.
    • Psionic Armor: Now available on custom AE enemies.

     

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • All existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'.
      • These older maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead.
    • The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.
    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.

     

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators and low gravity.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.

     



  13. i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png



    💥 Patch Notes - Issue 28: Legacy, Page 2 💥



    Current notes cumulative, not final page release notes.

    • Most changes from the previous beta build are listed in green.
      • Green text will become white text in the next set of patch notes.
    • Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue.
      • Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live.
    • Known issues are listed in purple

    Only looking for what changed in Build 5? Check here! All changes are also in the full patch notes found below.

    BUILD 5 CHANGES:

    Spoiler

    Powers

    There was an under-the-hood change to some class tables, this should not impact player experience in any way but keep your eyes open and report any issues you see with critical/containment/scourge/etc damage.

    Deep Sleep: Reverted Deep Sleep on Epic pools (will be revisited in a future update)

    Tanker Inherent:

    • Diminishing returns multiplier changed to a flat 0.3333 for all powers after the default target cap
    • Reverted the radius increase on the following powers:
      • Powers that are balanced as single target attacks:
        • Broad Sword > Head Splitter
        • Katana > Golden Dragonfly
      • Powers that accept range enhancements:
        • Claws > Shockwave

        • Fiery Melee > Breath of Fire

        • Ice Melee > Frost

        • Kinetic Melee > Repulsing Torrent

        • Spines > Throw Spines

    Dark Armor > Obscure Sustenance: This power now offers -ToHit and -Regeneration resistance for its duration

    Dark Armor > Dark Embrace: Reduced recharge from 4s to 2s

    Dark Armor > Murky Cloud: Reduced recharge from 4s to 2s

    Electric Control > Synaptic Overload

    • Fixed a bug where this power was not applying Adaptive recharge accordingly
    • Fixed a bug where this power was chaining too slowly due to missing secondary forks

    Psionic Armor > Hide: Fixed Hide's description, no longer accepts endurance reduction enhancements.

    Psionic Armor > Impose Presence: Typo corrections

    Psionic Armor > Aura of Insanity: Typo corrections

    Psionic Armor > Precognition: 

    • This power now grants -def resistance
    • Bumped down one tier in power order of availability in Scrappers, Stalkers and Sentinels by one tier

    Psionic Armor > Psychokinetic Barrier

    • Corrected MaxHP buff, it was incorrectly granting 3% instead of 10%
    • Bumped up one tier in power of availability in Scrappers, Stalkers and Sentinels by one tier

    Psionic Armor > Memento Mori

    • Fixed a bug where this power was not granting Untouchable status when resurrecting
    • Power now yields a much stronger buff and heal from the first target hit
    • No longer accepts damage enhancements or sets

    Psionic Armor > Psionic Shield: Reduced recharge from 4s to 2s

    Psionic Armor > Psionic Psychic Wall: Reduced recharge from 4s to 2s

    Staff Fighting: Adjustments to info text, Perfection stack duration increased from 6s to 10s

     


    Story Arcs

    Erin West

    • Fixed some issues in the first "Clear out the Devouring Earth Hive" mission preventing Binding Blade from despawning and causing problems with who shows up in subsequent missions

    Robert Kogan

    • Fixed some of the NPCs not leaving in the tip mission
    • Fixed hostages not running away in the finale

    Zones

    The Hive

    • Fixed a misbehaving police drone.
    • Added a copy of the zone info NPC to the villain door.

     


    Architect Entertainment [Focused Feedback]

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators and low gravity.
      • Removed the one-way generator door fields, as they could result in a potential softlock.

     


    What's New in Issue 28, Page 2?

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life! 💫
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions! 💬
    • New Enemy Group: Blackwing Industries 🚓
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep 💤
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more! 👁️‍🗨️
    • Over twenty (21) new Badges! 🎖️
    • Many bug fixes! 🐞
    • ...and much, much more!

     


    Marquee Features


    Kallisti Wharf Zone Comes To Life! [Focused Feedback]

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentsworth: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit

     

    Enemies Encountered

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback]

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback]

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback]

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04

     


    Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback]

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback]

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback]

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    brokers_V2.thumb.jpg.828e2ee19ec16d5402859a7be521a821.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries [Focused Feedback]

    • Now available in Architect Entertainment!

    screenshot_250530-15-10-34.thumb.jpg.ffa5e7c5dabd8498a3c7c8e81407a264.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

     

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

     

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

     

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

     

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

     

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

     

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback]

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback]

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.
      • Reduced recharge from 4s to 2s

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
      • Reduced recharge from 4s to 2s

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
      • This power now grants -def resistance

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
      • Corrected MaxHP buff, it was incorrectly granting 3% instead of 10%
      • Power bumped up in level of availability in Scrappers, Stalkers and Sentinels by one tier

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.
      • Typo corrections

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.
      • Fixed power description

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.
      • Typo corrections

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
      • Fixed a bug where this power was not granting Untouchable status when resurrecting
      • Power now yields a much stronger buff and heal from the first target hit
        • Half the power's max buff is awarded from the first target
      • No longer accepts damage enhancements or sets


     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper/Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp [Focused Feedback]

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby
    • MunitionsMastery SleepGrenade.png Epic > Arsenal Mastery > Sleep Grenade
    • Earth Mastery SaltCrystals.png Epic > Earth Mastery > Salt Crystals
    • ice_mastery_flashfreeze.png Epic > Ice Mastery > Flash Freeze
    • MentalControl MassHypnosis.png Epic > Psionic Mastery > Mass Hypnosis
    • Psionic Mastery Mesmerize.png Epic > Psionic Mastery > Mesmerize

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

     

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    • All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration.
    • Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%.

     


    Archetype Inherent Changes [Focused Feedback]

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets
      • In powers that had their target cap increased from 10 to 16, each target above 10 will take 25% less damage than the previous target
      • In powers that had their target cap increased from 5 to 10, each target above 5 will take 44% less damage than the previous target
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius and range of all tanker Primary and Secondary Cones by 50%
      • Cones no longer have their arc boosted
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft
    • Reverted the radius increase on the following powers:
      • Powers that are balanced as single target attacks:
        • Broad Sword > Head Splitter
        • Katana > Golden Dragonfly
      • Powers that accept range enhancements:

        • Claws > Shockwave

        • Fiery Melee > Breath of Fire

        • Ice Melee > Frost

        • Kinetic Melee > Repulsing Torrent

        • Spines > Throw Spines

    Quote

    Design Notes:

    In the last Tanker revamp, we aimed to beef up Tankers to better compete with Brutes in damage in a way that was distinct by focusing on AoE output. This was primarily achieved by:

    • Increasing the base damage Tankers deal
    • Adding an Area buff to Gauntlet, effecting most Tanker powers by increasing AoE size indirectly,
    • Adding increased target caps for Tanker AoE attacks (5 targets became 10, and 10 targets became 16)

     

    Initially, this was balanced out by Brutes still dealing more damage per swing as well as a pyramid effect as enemies are defeated, diminishing the Tanker AoE advantage as there were not as many targets to hit as a fight went on. We also wanted them to have a better start, with higher base damage, but lesser burst. We have found that over time this intended balance did not hold up by virtue of the same changes making it easier to keep the player AoEs saturated with targets across various mission and map types. The result was tankers overshooting our goals.

     

    The changes in this page are intended to address the following points from the prior Tanker revamp:

    • The damage buff reduction is proportionate to last revamp's damage increase, achieving the intended higher base but lower bursts. This was something that should had been part of that but was missed. 
    • Manually changing the radius of Tanker AoEs ensures that there are no unintended outliers from the global boost, while also having their AoEs follow the normal formula where larger coverage comes with slightly reduced output as a tradeoff.
    • A Tanker that can easily hit 10/5 and 16/10 enemies compared to other Melee AT's is dealing +100%/+60% more damage to the group. Diminishing return mechanics past standard caps are meant to ensure that the intended target caps still hit correctly, while anything beyond the normal caps still receive bonus damage.
    •  

    Tankers will still deal more damage than they had in the past, and be AoE specialists among the Melee AT's. We believe that this is a more balanced take for their intended role compared to more damage-focused counterparts. Despite all these changes, Tankers will still find themselves in a much better standing than they were before the previous revamp.


    Powers

    Darkness Manipulation [Focused Feedback]

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack [Focused Feedback]

    Simplified the -res stacking

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast [Focused Feedback]

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet cold damage increased from 1 tick of scale 1.47 to 4 ticks of sale 0.7 over 6 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma [Focused Feedback]

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting [Focused Feedback]

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
      • Perfection stacks duration increased from 6 seconds to 10 seconds
    • StaffFighting SkySplitter.png Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
      • Adjusted power detailed info text labels
    • StaffFighting EyeoftheStorm.png Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.
      • Adjusted power detailed info text labels

     

    Dark Armor [Focused Feedback]

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now recharges in 10 seconds if no targets are hit.
    • This power now grants a minor Absorb buff per foe hit, as well as Mez Protection for 30 seconds. 
    • While conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements (only useful for alive usage).
    • Fixed erroneous enhancement issues.
    • This power now accepts Accurate Healing Sets.

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Increased self heal component from 5% to 25% heal.
    • This power now offers -ToHit and -Regeneration resistance for its duration
    • Fixed a bug where Soul Noir theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets
    • No longer roots

    DarkArmor DarkEmbrace.png Dark Embrace

    • Reduced recharge from 4s to 2s

    DarkArmor DefractingCloud.png Murky Cloud

    • Reduced recharge from 4s to 2s

     

     

    Electric Armor [Focused Feedback]

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 5 seconds after touching ground.

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura [Focused Feedback]

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers [Focused Feedback]

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor [Focused Feedback]

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor [Focused Feedback]

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 30% weaker effect than the previous target
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration [Focused Feedback]

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control [Focused Feedback]

     

    ElectricControl TeslaCage.png Tesla Cage

    • Cast time reduced from 2.17s to 1.67s

     

    ElectricControl ChainFences.png Chain Fences

    • This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage

     

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 10.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds. 
    • Fixed a bug where this power was not applying Adaptive recharge accordingly
    • Fixed a bug where this power was chaining too slowly due to missing secondary forks

     

    image.png.5f6c36ddaac0e823a3f496a9990bb5f6.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Recharge lowered from 240s to 180s
    • Creates a pseudopet that continuously holds enemies over 60 seconds.
    • Can now do damage over time, accepts damage enhancements and sets.
    • Now a location based power.

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control [Focused Feedback]

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control [Focused Feedback]

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control [Focused Feedback]

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control [Focused Feedback]

    image.png.995069c58c3be4f2aea96cda4a2a69e8.png Gravity Distortion Field

    • Changed to location based power.
    • Recharge lowered from 240s to 180s
    • Now summons an area of effect pseudopet that lasts up to 60s and will hold random enemies within.
    • Power now inflicts smashing damage when it holds enemies.
    • Now takes damage enhancements and sets.
    • Should now apply the Gravity Distortion effect to all enemies that enter its area of effect

     

    Symphony Control [Focused Feedback]

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control [Focused Feedback]

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control [Focused Feedback]

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 8.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 7 seconds, and each affected foe will increase the recharge by 7.5 seconds for a maximum total of 100 seconds. 

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will continue to hold enemies up to 60 seconds.
    • Recharge lowered from 240s to 180s
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time on its targets.
    • Now applies a -DMG debuff on targets.
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Vines should now be able to trigger Containment (for reals this time)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control [Focused Feedback]

    arsenalcontrol_teargas.png Tear Gas

    • Increased duration from 45s to 60s, set stacking to replace
    • Recharge lowered from 240s to 180s

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control [Focused Feedback]

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor [Focused Feedback]

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.
      • Reduced recharge from 4s to 2s

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
      • Reduced recharge from 4s to 2s

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
      • This power now grants -def resistance

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
      • Corrected MaxHP buff, it was incorrectly granting 3% instead of 10%
      • Power bumped up in level of availability in Scrappers, Stalkers and Sentinels by one tier

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.
      • Typo corrections

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.
      • Fixed power description

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.
      • Typo corrections

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
      • Fixed a bug where this power was not granting Untouchable status when resurrecting
      • Power now yields a much stronger buff and heal from the first target hit
        • Half the power's max buff is awarded from the first target
      • No longer accepts damage enhancements or sets


     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper/Sentinels

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Stalkers

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori

     

     

    Misc Power Changes [Focused Feedback]

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    image.png.a71074040995a9e239b0da05e3fcd21b.png Self Resurrect powers

    • Self resurrect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon image.png.d8f3a6fcc27f532d965acd2c844a4a51.png
    • This only applies to powers from armor sets, epic pools and prestige powers.

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cueshould show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cueshould show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft)
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
    • AtomicManipulation Hold.png Atomic Manipulation > Gamma Burst: Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics.

     

     


    Character Customization Improvements


    Costumes [Focused Feedback]

    New Costume Parts (62)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Huge > Head > Standard > Troll*
      • *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear.
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped*
      • *Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Various > Gloves > Blackwing > Custom
    • Female > Upper > Various > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Male/Huge > Upper > Various > Gloves > Imperial Defense Heavy
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order
      • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Upper > Robes > Gloves > Elemental Order
      • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
    • Fixed many categories that were missing the tintable Aeon Gloves.
    • Fixed a few Gold Bricker gloves that weren't set to collapse options properly.

     


    Power Customization [Focused Feedback]

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Teleport

    • Pool > Teleportation > Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Teleport > Dark Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Dark Electricity customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    • The following costumes have had customization options removed:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > No Bubble (duplicate with Eyes)
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > No Bubble (duplicate with Eyes)

     

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22[Focused Feedback]

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
      • Fixed usage of eiminent domain in the badge description.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].
    • ProtectorOfParagonCity_Badge.png.f074d588a99c4c6854d0faf830d83c85.png Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand).

     

    City Badge Tracker [Focused Feedback]

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.

     


    Zones [Focused Feedback]

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated pride benches alongside plaque change. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentsworth: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit
    • Added a pair of Merit Vendors to each side of the zone.
    • Moved water fountains away from Fusionette so their SFX don't blast player's ears while using the trainer.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    The Hive

    • Added a Black Helicopter line destination so this zone can be accessed by villains.
    • Fixed a misbehaving police drone.
    • Added a copy of the zone info NPC to the villain door.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.

     

    Various

    • Added clickable door geometry to Arachnos Flyer doors to make them easier to use.

     

     


    Tasks [Focused Feedback]

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.
    • Fixed a typo comma during Dr. Aeon's cutscene monologue in Mission 2.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps [Focused Feedback]

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms.
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced.

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies [Focused Feedback]

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.
    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x
      • Submachine Gun damage scale decreased from 1.2 to 0.87
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff
      • Pistols damage scale increased from 0.9 to 1.0
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x
      • Slug base accuracy increased from 1.0x to 1.05x
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon
      • Moonbeam damage scale increased from 1.3 to 1.96
      • Night Fall damage scale decreased from 2.0 to 1.1

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage

     

     


    Architect Entertainment [Focused Feedback]

    New Custom Enemy Powersets

    • Pyrotechnic Control: Now available on custom AE enemies.
    • Psionic Armor: Now available on custom AE enemies.

     

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • All existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'.
      • These older maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead.
    • The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.
    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.

     

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators and low gravity.
      • Removed the one-way generator door fields, as they could result in a potential softlock.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.

     

  14. Focused Feedback - Plant Control

    Plant Control:

     

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 8.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 7 seconds, and each affected foe will increase the recharge by 7.5 seconds for a maximum total of 100 seconds. 
    • Target cap lowered from 16 to 10. Reverted

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.
    • Resistances have been further improved

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will continue to hold enemies up to 60 seconds.
    • Recharge lowered from 240s to 180s
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time on its targets.
    • Now applies a -DMG debuff on targets.
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Vines should now be able to trigger Containment (for reals this time)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

    • Like 1
  15. New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers)
     

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
      • Now grants Toxic resistance.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback).
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Indomitable Will also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
      • Doubled Psionic defense

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +Res(-Regeneration, +MaxHP, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
      • Power now applies a 10% max HP buff in addition to it's other effects.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.
      • Fixed a bug making the power's fear magnitude too low.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
      • This power no longer has adaptive recharge.
      • This power now recharges in 10 seconds if no targets are hit, otherwise it recharges in 300s
      • No longer inflicts damage.
      • Power is now Auto Hit


     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper/Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori



  16. i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png



    💥 Patch Notes - Issue 28: Legacy, Page 2 💥



    Current notes cumulative, not final page release notes.

    • Most changes from the previous beta build are listed in green.
      • Green text will become white text in the next set of patch notes.
    • Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue.
      • Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live.
    • Known issues are listed in purple

    Only looking for what changed in Build 4? Check here! All changes are also in the full patch notes found below.

    BUILD 4 CHANGES:

    Spoiler

    Powers

    Critters Only:

    • All critters now regenerate health 5% of their health every 12 seconds (does not include GMs or AVs)
      • This change will be revisited in a future patch; The scope of the change exceeded our expectations for Page 2.
    • Deep Sleep 
      • Notes sections of all Deep Sleep powers have been updated for accuracy
    • Self Resurrect powers

      • Prestige powers should now also be able to cancel their Untouchable effects
    • Atomic Manipulation > Gamma Burst: 
      • Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics.
    • Dark Armor > Soul Transfer
      • New Max HP buff changed to Absorb
      • This power recharges in 300s unless no target is hit. In that case it recharges in 10 seconds
      • This power now accepts Accurate Healing Sets
    • Dark Armor > Obscure Sustenance
      • Increased self heal component from 5% to 25% heal.
    • Fire Control > Bonfire
      • Adjusted damage of this power upwards from last build
        • Dominators should inflict 2.91, a slight increase from live
        • Controllers should inflict 1.68 per tick + 33% chance for 1.68 for Containment damage
    • Regeneration > Second Wind
      • Addressed an issue that could result in the player not getting a self revive if they died mid animation
    • Plant Control > Carrion Creepers
      • Vines should now be able to trigger Containment (for reals this time)
    • Plant Control > Seeds of Confusion
      • Increased target cap back to 16
      • Lowered scale to scale 8
      • Adjusted recharge from last builds 8s + 8.2 per Foe to 7s + 7.75 per foe (capped at 12 foes/100s)
    • Plant Control > Spirit Tree
      • Further adjustments to survivability.
      • Fixed a bug where this pet had lower threat level than intended.
    • Plant Control > Fly Trap
      • Resistances have been improved.
      • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)
    • Psionic Armor > Aura of Insanity
      • Fixed a bug making the power's fear magnitude too low
    • Psionic Armor > Precognition
      • Doubled Psionic defense
    • Psionic Armor > Psionic Shield
      • Now grants Toxic resistance
    • Psionic Armor > Psychokinetic Barrier
      • Power now applies a 10% max HP buff in addition to it's other effects.
    • Psionic Armor > Memento Mori:
      • This power no longer has dynamic recharge, always recharges in 300s,  unless no target is hit. In that case it recharges in 10 seconds
      • No longer inflicts damage
      • Power is now Auto Hit.
    • Pyrotechnic Control > General Changes:
      • now has Light and Dark options in the costume editor
      • Updates to some power fx
      • Blast Off: KnockUp scale reduced from 1.1 to 0.75
    • Pyrotechnic Control > Sparkling Cage:
      • Blast Off chance increased from 10% to 20%
    • Pyrotechnic Control > Dazzle:
      • Blast Off chance increased from 20% to 33%
    • Pyrotechnic Control > Sparkling Chain:
      • Main target Blast Off chance increased from 20% to 33%.
      • Secondary target Blast Off chance increased from 10% to 20%
    • Pyrotechnic Control > Glittering Column:
      • Taunt effect adjusted to be one pulse when initially summoned that lasts 7 seconds (matching the detonation timer), instead of constantly reapplying a taunt while active.
      • This change aims to make it still excel at getting attention for an alpha strike, but less potent for stripping aggro once combat has started.
    • Pyrotechnic Control > Hypnotizing Lights:
      • Confuse now hits 5 targets, down from 6. Endurance cost reduced from 15.6 to 8.528
    • Pyrotechnic Control > Multipurpose Missiles -> Brilliant Barrage:
      • Renamed to Brilliant Barrage
    • Pyrotechnic Control > Incendiary Aura:
      • -ToHit debuff increased from scale 1 to scale 1.25
    • Pyrotechnic Control > Explosive Boquet:
      • Has a new animation
    • Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
      • Fixed issue with fix. Bomb should now always place.
    • Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
      • Fixed issue with fix. Bomb should now always place.

     


    Zones

    Kallisti Wharf

    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentsworth: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit
    • Added a pair of Merit Vendors to each side of the zone.
    • Moved water fountains away from Fusionette so their SFX don't blast player's ears while using the trainer.
    • Adjusted the map icons used for Crey Towers and the Vanguard Outpost.

     

    The Hive

    • Added a Black Helicopter line destination so this zone can be accessed by villains.

     

    Mercy Island

    • RIP Precinct cops can now also eat donuts and coffee or chat, instead of always just fist fighting.
    • RIP Precinct neighborhood boundaries drawn on the zone mini map.

     

    Various

    • Added clickable door geometry to Arachnos Flyer doors to make them easier to use.

     


    Costumes [Focused Feedback]

    New Costume Parts (63)

    • Huge > Head > Standard > Troll*
      • *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear.
    • Male/Female/Huge > Upper > Jackets > Gloves > Blackwing > Custom
    • Male/Female/Huge > Upper > Jackets > Gloves > Blackwing > Original
    • Male/Huge > Upper > Jackets > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Jackets > Gloves > Blackwing Heavy > Original
    • Male/Female/Huge > Upper > Robes > Gloves > Blackwing > Custom
    • Male/Female/Huge > Upper > Robes > Gloves > Blackwing > Original
    • Male/Huge > Upper > Robes > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Robes > Gloves > Blackwing Heavy > Original
    • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
    • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order
      • Male/Female/Huge > Upper > Robes > Gloves > Elemental Order

     

    Costume Fixes

    • Fixed many categories that were missing the tintable Aeon Gloves.
    • Fixed a few Gold Bricker gloves that weren't set to collapse options properly.

     


    Power Customization [Focused Feedback]

    Force Field

    • Force Field > Dispersion Bubble > Excelsion Minimal FX customization options added.

     

    Teleport

    • Pool > Teleportation > Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Teleport > Dark Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Dark Electricity customization option added.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Adjustments

    • The following costumes have had duplicate customization options removed:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > No Bubble (duplicate of Eyes theme)
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > No Bubble (duplicate of Eyes theme)

    Reward Fixes

    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot: Corrected costume size to be critter accurate.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops: Corrected costume size to be critter accurate.

     


    New Badges (22[Focused Feedback]

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
      • Fixed usage of eminent domain in the badge description.

     

    Badge Adjustments

    Changes

    • ProtectorOfParagonCity_Badge.png.f074d588a99c4c6854d0faf830d83c85.png Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand).

     

    City Badge Tracker [Focused Feedback]

    • The City Badge Tracker terminal and podium have been given a visual overhaul, no longer using placeholder assets.

     


    Architect Entertainment [Focused Feedback]

    Kallisti Wharf Office Maps

    • Existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'.
      • These old maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead.
    • The new correctly populated maps and layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.

     

    New Custom Enemy Powersets

    • Pyrotechnic Control: Now available on custom AE enemies.
    • Psionic Armor: Now available on custom AE enemies.

     

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators.

     


    Tasks

    Ms. Liberty Task Force

    • Fixed a typo comma during Dr. Aeon's cutscene monologue in Mission 2.

     


    Enemies

    Giant Monsters

    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.

     

    Blackwing Industries

    • Fixed a couple Blackwing Vanguard attacks using wrong shotgun model.

     


    Mission Maps [Focused Feedback]

    Kallisti Wharf Office Maps

    • Fixed two hallways that opened into nothing on KW_Office_45_04.

     


    What's New in Issue 28, Page 2?

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life! 💫
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions! 💬
    • New Enemy Group: Blackwing Industries 🚓
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep 💤
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more! 👁️‍🗨️
    • Over twenty (21) new Badges! 🎖️
    • Many bug fixes! 🐞
    • ...and much, much more!

     


    Marquee Features


    Kallisti Wharf Zone Comes To Life! [Focused Feedback]

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentsworth: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit

     

    Enemies Encountered

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback]

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback]

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback]

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04

     


    Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback]

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback]

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback]

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    brokers_V2.thumb.jpg.828e2ee19ec16d5402859a7be521a821.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries [Focused Feedback]

    • Now available in Architect Entertainment!

    screenshot_250530-15-10-34.thumb.jpg.ffa5e7c5dabd8498a3c7c8e81407a264.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

    Medics_V2.PNG.7d5e23544a942926d0328219e77e8409.PNG

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

    Phantoms_V2.PNG.a4c2bb0af0e4bc281bab995e32a45894.PNG

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

    Ballistiers_V2.PNG.a4be98e02748779df3e9bf4d6170ddff.PNG

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

    Commanders_V2.PNG.dda63ac84c809aecded2781dca05edb1.PNG

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

    Coordinators_V2.PNG.1bc65e966316ddc60a32563fbb95c226.PNG

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

    neutralizer_v2.PNG.b89f515e1f017250201477af1e104456.PNG

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback]

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback]

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
      • Now grants Toxic resistance.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback).
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
      • Doubled Psionic defense

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
      • Power now applies a 10% max HP buff in addition to it's other effects.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.
      • Fixed a bug making the power's fear magnitude too low.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
      • This power no longer has adaptive recharge.
      • This power now recharges in 10 seconds if no targets are hit, otherwise it recharges in 300s
      • No longer inflicts damage.
      • Power is now Auto Hit


     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper/Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp [Focused Feedback]

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.
      • Notes sections of all Deep Sleep powers have been updated for accuracy.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby
    • MunitionsMastery SleepGrenade.png Epic > Arsenal Mastery > Sleep Grenade
    • Earth Mastery SaltCrystals.png Epic > Earth Mastery > Salt Crystals
    • ice_mastery_flashfreeze.png Epic > Ice Mastery > Flash Freeze
    • MentalControl MassHypnosis.png Epic > Psionic Mastery > Mass Hypnosis
    • Psionic Mastery Mesmerize.png Epic > Psionic Mastery > Mesmerize

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

     

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    • All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration.
    • Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%.
    • All critters now regenerate health 5% of their health every 12 seconds (does not include GMs or AVs)
      • This change will be revisited in a future patch; The scope of the change exceeded our expectations for Page 2.

     


    Archetype Inherent Changes [Focused Feedback]

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • In powers that had their target cap increased from 10 to 16, each target above 10 will take 25% less damage than the previous target
      • In powers that had their target cap increased from 5 to 10, each target above 5 will take 44% less damage than the previous target
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius and range of all tanker Primary and Secondary Cones by 50%
      • Cones no longer have their arc boosted
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft

     


    Powers

    Darkness Manipulation [Focused Feedback]

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack [Focused Feedback]

    Simplified the -res stacking

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast [Focused Feedback]

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet cold damage increased from 1 tick of scale 1.47 to 4 ticks of sale 0.7 over 6 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma [Focused Feedback]

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting [Focused Feedback]

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
    • StaffFighting SkySplitter.png Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
    • StaffFighting EyeoftheStorm.png Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.

     

    Dark Armor [Focused Feedback]

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now recharges in 10 seconds if no targets are hit.
    • This power now grants a minor Absorb buff per foe hit, as well as Mez Protection for 30 seconds. 
    • While conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements (only useful for alive usage).
    • Fixed erroneous enhancement issues.
    • This power now accepts Accurate Healing Sets.

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Increased self heal component from 5% to 25% heal.
    • Fixed a bug where Soul Noir theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets
    • No longer roots

     

     

    Electric Armor [Focused Feedback]

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 5 seconds after touching ground.

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura [Focused Feedback]

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers [Focused Feedback]

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor [Focused Feedback]

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor [Focused Feedback]

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 30% weaker effect than the previous target
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration [Focused Feedback]

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.
    • Addressed an issue that could result in the player not getting a self-revive if they died mid animation.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control [Focused Feedback]

     

    ElectricControl TeslaCage.png Tesla Cage

    • Cast time reduced from 2.17s to 1.67s

     

    ElectricControl ChainFences.png Chain Fences

    • This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage

     

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 10.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds. 

     

    image.png.5f6c36ddaac0e823a3f496a9990bb5f6.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Recharge lowered from 240s to 180s
    • Creates a pseudopet that continuously holds enemies over 60 seconds.
    • Can now do damage over time, accepts damage enhancements and sets.
    • Now a location based power.

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control [Focused Feedback]

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.
      • Adjusted damage of this power upwards from last build
      • Dominators should inflict 2.91, a slight increase from live
      • Controllers should inflict 1.68 per tick + 33% chance for 1.68 for Containment damage

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control [Focused Feedback]

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control [Focused Feedback]

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control [Focused Feedback]

    image.png.995069c58c3be4f2aea96cda4a2a69e8.png Gravity Distortion Field

    • Changed to location based power.
    • Recharge lowered from 240s to 180s
    • Now summons an area of effect pseudopet that lasts up to 60s and will hold random enemies within.
    • Power now inflicts smashing damage when it holds enemies.
    • Now takes damage enhancements and sets.
    • Should now apply the Gravity Distortion effect to all enemies that enter its area of effect

     

    Symphony Control [Focused Feedback]

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control [Focused Feedback]

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control [Focused Feedback]

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 8.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 7 seconds, and each affected foe will increase the recharge by 7.5 seconds for a maximum total of 100 seconds. 
    • Target cap lowered from 16 to 10. Reverted

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.
    • Resistances have been further improved

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will continue to hold enemies up to 60 seconds.
    • Recharge lowered from 240s to 180s
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time on its targets.
    • Now applies a -DMG debuff on targets.
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Vines should now be able to trigger Containment (for reals this time)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.
    • Resistances have been improved
    • Pet should use Smash more often if in range (but maybe not, pets dont always listen... not even to us)

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control [Focused Feedback]

    arsenalcontrol_teargas.png Tear Gas

    • Increased duration from 45s to 60s, set stacking to replace
    • Recharge lowered from 240s to 180s

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control [Focused Feedback]

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to five enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Brilliant Barrage: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -ToHit, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor [Focused Feedback]

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, Toxic, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.
      • Now grants Toxic resistance

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
      • Doubled Psionic defense

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +MaxHP, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
      • Power now applies a 10% max HP buff in addition to it's other effects.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.
      • Fixed a bug making the power's fear magnitude too low.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.
      • This power no longer has adaptive recharge.
      • This power now recharges in 10 seconds if no targets are hit, otherwise it recharges in 300s
      • No longer inflicts damage.
      • Power is now Auto Hit


     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper/Sentinels

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori 

    Stalkers

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori

     

     

    Misc Power Changes [Focused Feedback]

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    image.png.a71074040995a9e239b0da05e3fcd21b.png Self Resurrect powers

    • Self resurrect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon image.png.d8f3a6fcc27f532d965acd2c844a4a51.png
    • This only applies to powers from armor sets, epic pools and prestige powers.
      • Extended to prestige powers.

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cueshould show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cueshould show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft)
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
      • Fixed issue with fix. Bomb should now always place.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
      • Fixed issue with fix. Bomb should now always place.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.
    • AtomicManipulation Hold.png Atomic Manipulation > Gamma Burst: Fixed several bugs with this mechanic implementation and adjusted powers descriptions to clarify the mechanics.

     

     


    Character Customization Improvements


    Costumes [Focused Feedback]

    New Costume Parts (62)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Huge > Head > Standard > Troll*
      • *Notice: The Troll head option is mutually exclusive with details that clip and they will not appear. Likewise, if you currently have incompatible head details selected, the Troll head option will not appear.
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2*
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped*
      • *Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Various > Gloves > Blackwing > Custom
    • Female > Upper > Various > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Male/Female/Huge > Upper > Jackets > Gloves > Blackwing > Custom
    • Male/Female/Huge > Upper > Jackets > Gloves > Blackwing > Original
    • Male/Huge > Upper > Jackets > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Jackets > Gloves > Blackwing Heavy > Original
    • Male/Female/Huge > Upper > Robes > Gloves > Blackwing > Custom
    • Male/Female/Huge > Upper > Robes > Gloves > Blackwing > Original
    • Male/Huge > Upper > Robes > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Robes > Gloves > Blackwing Heavy > Original
    • Male/Huge > Upper > Various > Gloves > Imperial Defense Heavy
    • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
    • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Upper > Jackets > Gloves > Elemental Order
      • Male/Huge > Upper > Jackets > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Upper > Robes > Gloves > Elemental Order
      • Male/Huge > Upper > Robes > Gloves > Imperial Defense Heavy
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
    • Fixed many categories that were missing the tintable Aeon Gloves.
    • Fixed a few Gold Bricker gloves that weren't set to collapse options properly.

     


    Power Customization [Focused Feedback]

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.
    • Force Field > Dispersion Bubble > Excelsion Minimal FX customization options added.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Teleport

    • Pool > Teleportation > Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Teleport > Dark Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Bright Electricity customization option added.
    • Pool > Teleportation > Combat Teleport > Dark Electricity customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    • The following costumes have had customization options removed:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > No Bubble (duplicate with Eyes)
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > No Bubble (duplicate with Eyes)

     

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22[Focused Feedback]

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
      • Fixed usage of eiminent domain in the badge description.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].
    • ProtectorOfParagonCity_Badge.png.f074d588a99c4c6854d0faf830d83c85.png Protector of Paragon City - Changed criteria of Protector of Paragon City badge to replace Shauna Braun's arc (heroic ending) with completing Roy Cooling's arc. (Beyond Reasonable Doubt -> Helping Hand).

     

    City Badge Tracker [Focused Feedback]

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.
    • The City Badge Tracker terminal and podium have been given a visual overhaul, no longer using placeholder assets.

     


    Zones [Focused Feedback]

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated pride benches alongside plaque change. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Numerous extra Day Job locations added to the zone:
      • Blackwing Headquarters: Badge_DayJob_LawEnforcement.png.d1dae435f494221975619cbce0e0a431.png Law Enforcer / Dirty Cop
      • Crey Towers: Badge_DayJob_CreyEmployee.png.2aa3ee6ec4aa64677c4416929424f7f6.png Crey Employee / Crey Test Subject
      • Wentsworth: Badge_DayJob_Auctioneer.png.7282c3b28033d80e4234456e5e5c81ef.png Day Trader / Marketeer
      • Vanguard Outpost: Badge_DayJob_VanguardRecruit.png.a75b032998899bc2a68771e7f4ee3f33.png Vanguard Recruit
    • Added a pair of Merit Vendors to each side of the zone.
    • Moved water fountains away from Fusionette so their SFX don't blast player's ears while using the trainer.
    • Adjusted the map icons used for Crey Towers and the Vanguard Outpost.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    The Hive

    • Added a Black Helicopter line destination so this zone can be accessed by villains.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.
      • RIP Precinct cops can now also eat donuts and cofee or chat, instead of always just fist fighting.
      • RIP Precinct neighborhood boundaries drawn on the zone mini map.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.

     

    Various

    • Added clickable door geometry to Arachnos Flyer doors to make them easier to use.

     

     


    Contacts

    Spoiler

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     


    Tasks [Focused Feedback]

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.
    • Fixed a typo comma during Dr. Aeon's cutscene monologue in Mission 2.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps [Focused Feedback]

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms.
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced.
    • Fixed two hallways that opened into nothing on KW_Office_45_04.

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies [Focused Feedback]

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.
    • Buffed potency of the Colossal HP buff from 15% MaxHP per stack to 25%.

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Blackwing Industries

    • Fixed a couple Blackwing Vanguard attacks using wrong shotgun model.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x
      • Submachine Gun damage scale decreased from 1.2 to 0.87
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff
      • Pistols damage scale increased from 0.9 to 1.0
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x
      • Slug base accuracy increased from 1.0x to 1.05x
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon
      • Moonbeam damage scale increased from 1.3 to 1.96
      • Night Fall damage scale decreased from 2.0 to 1.1

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage

     

     


    Architect Entertainment [Focused Feedback]

    New Custom Enemy Powersets

    • Pyrotechnic Control: Now available on custom AE enemies.
    • Psionic Armor: Now available on custom AE enemies.

     

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • All existing Kallisti Wharf Office maps in AE have been moved to a new category: 'Kallisti Wharf Office (Legacy)'.
      • These older maps are overly-populated, but we can't remove them due to their usage in existing AE arcs, so these maps will be labeled seperately instead.
    • The new correctly-populated maps and new layouts used in Kallisti Wharf are now found in AE under 'Kallisti Wharf Office'.
    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.

     

    New Mission Map

    • Unique > Rikti War Zone > Rikti Space Station: New map added. Comes with baked-in map-defined Rikti turrets and generators.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.

     

    • Like 4
  17.  



    i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png



    💥 Patch Notes - Issue 28: Legacy, Page 2 💥



    Current notes cumulative, not final page release notes.

    • Most changes from the previous beta build are listed in green.
      • Green text will become white text in the next set of patch notes.
    • Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue.
      • Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live.
    • Known issues are listed in purple

    Only looking for what changed in Build 3? Check here! All changes are also in the full patch notes found below.

    BUILD 3 CHANGES:

    Spoiler

    Powers

    • Arsenal Control > Tear Gas: Recharge lowered from 240s to 180s
    • Dark Armor > Obscure Sustenance: This power no longer roots
    • Electric Control > Chain Fences: This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage
    • Electric Control > Jolting Chain: Fixed a bug where the chain was not forking as intended, causing it to take too long to execute the chain
    • Electric Control > Tesla Coil: Recharge lowered from 240s to 180s
    • Electric Control > Tesla Cage: Cast time reduced from 2.17s to 1.67s
    • Gravity Control > Gravity Distortion Field: Recharge lowered from 240s to 180s
    • Ice Armor > Energy Absorption: Fixed a bug where this power was not stacking as expected
    • Plant Control > Spirit Tree: Fixed a bug where the tree had no lethal resistances
    • Plant Control > Vines: Recharge lowered from 240s to 180s
    • Plant Control > Vines: Cast Time reduced from 3.1s to 2.1s
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon
    • Psionic Armor > Consume Psyche: Maximum recharge reduced from 90s to 60s, duration reduced from 60s to 45s
    • Psionic Armor > Devour Psyche: Maximum recharge reduced from 90s to 60s, duration reduced from 60s to 45s
    • Psionic Armor > Mas Presence: This power will now grant additional defense while out of combat.
    • Psionic Armor > Mas Presence: This power will now grant a damage buff (50% scrappers, 40% Sentinels) while out of combat.
    • [THIS DID NOT MAKE IT INTO THE BUILD] Psionic Armor > Precognition: Increased Psionic defense.
    • Psionic Armor > Psychokinetic Barrier: Reduced recharge from 120s to 60s, reduced debuff resistance duration from 60s to 45s, now grants a +50% Regen buff.
    • Pyrotechnic Control: Fixed Doppelgangers
    • Staff Fighting > Eye of the Storm: Fixed a bug where this power was doing less damage than intended
    • Staff Fighting > Eye of the Storm: This power should now properly consume Perfection (for reals this time)
    • Staff Fighting > Staff Mastery: Fixed an issue where the third stack would not refresh properly

     


    Power Customization [Focused Feedback]

    Force Field

    • Force Field > Repulsion Bolt > Excelsion: Fixed a bug where Repulsion Bolt had no visuals.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Adjustments

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Bubble
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Bubble Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Bubble
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Bubble Tintable
    • The following costumes have been updated per NPC critter visual updates.
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Specifically, they received the individually colored shoulders, and the NPC on-hit energy shield FX.

     


    Zones

    Kallisti Wharf

    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Area in-front of the Blackwing HQ has been converted into a community garden.
    • Elite Bosses that spawn in the zone have had their perception capped at 30ft, as previously they were aggro'ing as far away as 80ft+.
    • Fixed typo inconsistency on the year Kieran Holt died from incorrect '2008' to '2018'.
    • Fixed a typo in the Tour Guide tip name.

     


    Enemies

    Blackwing Industries

    • P.E.A.C.E. Breacher/Vanguard: Now using Advanced Shotgun model.
    • P.E.A.C.E. Medic: Given red shoulder pads to make them more visibly identifiable.
    • P.E.A.C.E. Phantom: Violet colors used on costume made brighter. Given green eyes/shoulder pads to make them more visibly identifiable.
    • P.E.A.C.E. Commander: Given blue shoulder pads and chrome highlights to make them more visibly identifiable.
    • P.E.A.C.E. Ballistier: Given yellow shoulder pads to make them more visibly identifiable.
    • P.E.A.C.E. Coordinator: Given violet shoulder pads to make them more visibly identifiable.
    • P.E.A.C.E. Neutralizer: Given orange shoulder pads to make them more visibly identifiable.
    • P.E.A.C.E. Keeper: Given chrome highlights.
    • Blackwing Industries patch note preview images updated.

     


    Badge Adjustments

    Changes

    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].

     


    Mission Maps [Focused Feedback]

    Kallisti Wharf Office Maps

    • Fixed an issue with one of the new multi-floor office maps that lead to two broken hallways.

     


     


    What's New in Issue 28, Page 2?

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life! 💫
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions! 💬
    • New Enemy Group: Blackwing Industries 🚓
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep 💤
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more! 👁️‍🗨️
    • Over twenty (22) new Badges! 🎖️
    • Many bug fixes! 🐞
    • ...and much, much more!

     


    Marquee Features


    Kallisti Wharf Zone Comes To Life! [Focused Feedback]

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!

     

    Enemies Encountered

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback]

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback]

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback]

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04

     


    Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback]

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback]

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback]

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    brokers_V2.thumb.jpg.828e2ee19ec16d5402859a7be521a821.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries [Focused Feedback]

    • Now available in Architect Entertainment!

    screenshot_250530-15-10-34.thumb.jpg.ffa5e7c5dabd8498a3c7c8e81407a264.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

    Medics_V2.PNG.7d5e23544a942926d0328219e77e8409.PNG

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

    Phantoms_V2.PNG.a4c2bb0af0e4bc281bab995e32a45894.PNG

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

    Ballistiers_V2.PNG.a4be98e02748779df3e9bf4d6170ddff.PNG

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

    Commanders_V2.PNG.dda63ac84c809aecded2781dca05edb1.PNG

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

    Coordinators_V2.PNG.1bc65e966316ddc60a32563fbb95c226.PNG

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

    neutralizer_v2.PNG.b89f515e1f017250201477af1e104456.PNG

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback]

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Multipurpose Missiles

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback]

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback).
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Indomitable Will also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.
    • Maximum recharge reduced from 90s to 60s, duration reduced from 60s to 45s

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.
    • Maximum recharge reduced from 90s to 60s, duration reduced from 60s to 45s

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
      • [THIS DID NOT MAKE IT INTO THE BUILD] Increased Psionic defense

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
      • Reduced recharge from 120s to 60s.
      • Reduced debuff resistance duration from 60s to 45s.
      • Now grants a +50% Regen buff.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.
      • This power will now grant additional defense while out of combat.
      • This power will now grant a damage buff (50% scrappers, 40% Sentinels) while out of combat.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.


     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper/Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp [Focused Feedback]

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby
    • MunitionsMastery SleepGrenade.png Epic > Arsenal Mastery > Sleep Grenade
    • Earth Mastery SaltCrystals.png Epic > Earth Mastery > Salt Crystals
    • ice_mastery_flashfreeze.png Epic > Ice Mastery > Flash Freeze
    • MentalControl MassHypnosis.png Epic > Psionic Mastery > Mass Hypnosis
    • Psionic Mastery Mesmerize.png Epic > Psionic Mastery > Mesmerize

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

     

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration
    Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%

    All critters now regenerate health 5% of their health every 12 seconds (does not include GMs or AVs)

     


    Archetype Inherent Changes [Focused Feedback]

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • In powers that had their target cap increased from 10 to 16, each target above 10 will take 25% less damage than the previous target
      • In powers that had their target cap increased from 5 to 10, each target above 5 will take 44% less damage than the previous target
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius and range of all tanker Primary and Secondary Cones by 50%
      • Cones no longer have their arc boosted
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft

     


    Powers

    Darkness Manipulation [Focused Feedback]

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack [Focused Feedback]

    Simplified the -res stacking

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast [Focused Feedback]

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet cold damage increased from 1 tick of scale 1.47 to 4 ticks of sale 0.7 over 6 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma [Focused Feedback]

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting [Focused Feedback]

    • StaffFighting StaffMastery.png Perfection: Levels are now granted on misses.
      • Fixed an issue where the third stack would not refresh properly
    • StaffFighting SkySplitter.png Sky Splitter: Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
    • StaffFighting EyeoftheStorm.png Eye of the Storm: Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.
      • Fixed a bug where this power was doing less damage than intended
      • This power should now properly consume Perfection (for reals this time)

     

    Dark Armor [Focused Feedback]

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now grants a minor MaxHP buff per foe hit, as well as Mez Protection for 30 seconds. 
    • While conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements (only useful for alive usage).
    • Fixed erroneous enhancement issues.

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Fixed a bug where Soul Noir theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets
    • No longer roots

     

     

    Electric Armor [Focused Feedback]

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 5 seconds after touching ground.

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura [Focused Feedback]

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers [Focused Feedback]

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor [Focused Feedback]

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor [Focused Feedback]

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 30% weaker effect than the previous target
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration [Focused Feedback]

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control [Focused Feedback]

     

    ElectricControl TeslaCage.png Tesla Cage

    • Cast time reduced from 2.17s to 1.67s

     

    ElectricControl ChainFences.png Chain Fences

    • This power now applies an additional 3 ticks of scale 0.1 energy DoT over 5.2 seconds in addition to its base damage

     

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 10.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds. 

     

    image.png.5f6c36ddaac0e823a3f496a9990bb5f6.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Recharge lowered from 240s to 180s
    • Creates a pseudopet that continuously holds enemies over 60 seconds.
    • Can now do damage over time, accepts damage enhancements and sets.
    • Now a location based power.

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control [Focused Feedback]

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control [Focused Feedback]

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control [Focused Feedback]

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control [Focused Feedback]

    image.png.995069c58c3be4f2aea96cda4a2a69e8.png Gravity Distortion Field

    • Changed to location based power.
    • Recharge lowered from 240s to 180s
    • Now summons an area of effect pseudopet that lasts up to 60s and will hold random enemies within.
    • Power now inflicts smashing damage when it holds enemies.
    • Now takes damage enhancements and sets.
    • Should now apply the Gravity Distortion effect to all enemies that enter its area of effect

     

    Symphony Control [Focused Feedback]

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control [Focused Feedback]

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control [Focused Feedback]

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 12.
    • Target cap lowered from 16 to 10.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds. 

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.
    • Fixed a bug where the pet was not receiving Lethal resistances

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will continue to hold enemies up to 60 seconds.
    • Recharge lowered from 240s to 180s
    • Cast Time reduced from 3.1s to 2.1s
    • Now inflict damage over time on its targets.
    • Now applies a -DMG debuff on targets.
    • Now accepts damage set and enhancements.

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control [Focused Feedback]

    arsenalcontrol_teargas.png Tear Gas

    • Increased duration from 45s to 60s, set stacking to replace
    • Recharge lowered from 240s to 180s

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control [Focused Feedback]

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Multipurpose Missiles: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor [Focused Feedback]

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png 

    Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.
    • Maximum recharge reduced from 90s to 60s, duration reduced from 60s to 45s

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 5.5 seconds for a maximum total of 60 seconds.
    • Maximum recharge reduced from 90s to 60s, duration reduced from 60s to 45s

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
      • [THIS DID NOT MAKE IT INTO THE BUILD] Increased Psionic defense

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.
      • Reduced recharge from 120s to 60s.
      • Reduced debuff resistance duration from 60s to 45s.
      • Now grants a +50% Regen buff.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. While stealthed, the strength of your next attack will be more powerful; however, you can only attempt this after spending 8 seconds without attacking.
      • This power will now grant additional defense while out of combat.
      • This power will now grant a damage buff (50% scrappers, 40% Sentinels) while out of combat.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.


     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper/Sentinels

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori 

    Stalkers

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori

     

     

    Misc Power Changes [Focused Feedback]

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Self Resurrect powers

    • Self resurect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • Players can now cancel the Untouchable buff they receive after self-resurrecting by right clicking on the buff icon image.png.d8f3a6fcc27f532d965acd2c844a4a51.png
    • This only applies to powers from armor sets or epic pools.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cueshould show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cueshould show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft)
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
      • Known issue with this fix.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
      • Known issue with this fix.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.

     

     


    Character Customization Improvements


    Costumes [Focused Feedback]

    New Costume Parts (61)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped
      • Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Gloves > Blackwing > Custom
    • Female > Upper > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.

     


    Power Customization [Focused Feedback]

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.
      • Force Field > Repulsion Bolt > Excelsion: Fixed a bug where Repulsion Bolt had no visuals.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    • The following costumes have been updated per NPC critter visual updates.
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Specifically, they received the individually colored shoulders, and the NPC on-hit energy shield FX.

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22[Focused Feedback]

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).
    • Badge_History_Bicentennial.png.df0902b0a2b7134fc9bca4723cf46b0e.png Bicentennial - Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row.
      • New coordinates are [2380, 56, 1132].

     

    City Badge Tracker [Focused Feedback]

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.

     


    Zones [Focused Feedback]

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated pride benches alongside plaque change. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.
    • Moved the neighborhood marker for Flag Memorial Park to the center of the memorial itself.
    • Area in-front of the Blackwing HQ has been converted into a community garden.
    • Elite Bosses that spawn in the zone have had their perception capped at 30ft, as previously they were aggro'ing as far away as 80ft+.
    • Fixed typo inconsistency on the year Kieran Holt died from incorrect '2008' to '2018'.
    • Fixed a typo in the Tour Guide tip name.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.

     

     


    Contacts

    Spoiler

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     


    Tasks [Focused Feedback]

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps [Focused Feedback]

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms. (This will impact the maps in AE)
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced. (Does NOT impact the maps in AE)
    • Fixed an issue with one of the new multi-floor office maps that lead to two broken hallways.

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies [Focused Feedback]

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Blackwing Industries

    • P.E.A.C.E. Breacher/Vanguard: Now using Advanced Shotgun model.
    • P.E.A.C.E. Medic: Given red shoulder pads to make them more visibly identifiable.
    • P.E.A.C.E. Phantom: Violet colors used on costume made brighter. Given green eyes/shoulder pads to make them more visibly identifiable.
    • P.E.A.C.E. Commander: Given blue shoulder pads and chrome highlights to make them more visibly identifiable.
    • P.E.A.C.E. Ballistier: Given yellow shoulder pads to make them more visibly identifiable.
    • P.E.A.C.E. Coordinator: Given violet shoulder pads to make them more visibly identifiable.
    • P.E.A.C.E. Neutralizer: Given orange shoulder pads to make them more visibly identifiable.
    • P.E.A.C.E. Keeper: Given chrome highlights.
    • Blackwing Industries patch note preview images updated.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x
      • Submachine Gun damage scale decreased from 1.2 to 0.87
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff
      • Pistols damage scale increased from 0.9 to 1.0
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x
      • Slug base accuracy increased from 1.0x to 1.05x
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon
      • Moonbeam damage scale increased from 1.3 to 1.96
      • Night Fall damage scale decreased from 2.0 to 1.1

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage

     

     


    Architect Entertainment [Focused Feedback]

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.
      • Spawn density and all other map specifics are unchanged for the AE versions of these maps.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.
    • Like 2
    • Thanks 1


  18. i28p2_banner.png.37b2ace89cef3016dc39793816f4a58a.png



    💥 Patch Notes - Issue 28: Legacy, Page 2 💥



    Current notes cumulative, not final page release notes.

    • Most changes from the previous beta build are listed in green.
      • Green text will become white text in the next set of patch notes.
    • Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue.
      • Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live.
    • Known issues are listed in purple

    Only looking for what changed in Build 2? Check here! All changes are also in the full patch notes found below.

    BUILD 2 CHANGES:

    Spoiler

    Powers

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Fixed description typo.

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Fixed description typo.
    • Tankers and Brutes should now be able to slot taunt enhancements and sets on this power.
    • Tanker radius increased to 12ft.

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Fixed a bug where some of this power's defense buff was suppressing in combat.

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Tankers and Brutes should now be able to slot taunt enhancements and sets on this power.
    • Tanker radius increased to 12ft.

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • Improved usability when target is out of range.

    StaffFighting SkySplitter.png Sky Splitter

    • Fixed a bug where the power would grant a new level 1 perfection at the same time it consumed level 3.

    StaffFighting EyeoftheStorm.png Eye of the Storm

    • Fixed a bug where this power would not remove perfection stacks when executing a finisher.
    • Fixed a bug where the power would grant a new level 1 perfection at the same time it consumed level 3.

    DarkArmor SoulTransfer.png Soul Transfer

    • Fixed a bug where the power would lockout after used.

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets.

    EnergyAura PowerArmor.png Power Armor

    • Fixed power description.

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • Fixed power description showing wrong adaptive recharge numbers.
    • Fixed a bug where this decay was not working as intended.

    ElectricControl SynapticOverload.png Synaptic Overload

    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds.

    image.png.5f6c36ddaac0e823a3f496a9990bb5f6.png Paralyzing Blast > Tesla Coil

    • Added missing true pseudopet flags.
    • Increased duration from 45s to 60s, set stacking to replace.

    image.png.995069c58c3be4f2aea96cda4a2a69e8.png Gravity Distortion Field

    • Should now apply the Gravity Distortion effect to all enemies that enter its area of effect.
    • Increased duration from 45s to 60s, set stacking to replace.

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Endurance cost lowered from to 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds. 

    PlantControl SpiritTree.png Spirit Tree

    • The taunting pet component has been made sturdier.

    PlantControl Vines.png Vines

    • Added missing true pseudopet flags.
    • Increased duration from 45s to 60s, set stacking to replace.

    PlantControl CarrionCreeper.png Carrion Creepers

    • Adjusted the vines spawn timing, should spawn more fluidly now.
    • Vines should now be able to proc Containment damage (33% chance).

    arsenalcontrol_teargas.png Tear Gas

    • Increased duration from 45s to 60s, set stacking to replace.

    dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft).

    • Changed the buy requirements for Possess (no player visible change, but make sure you can still level into this power).

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • Now properly triggers containment damage.
    • Total base damage increased from scale 1.3 to 1.4.
    • Explosion now hits 16 targets like with the rest of the power's effects.

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Now properly triggers containment damage.
    • Added clarification to the description.

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Multipurpose Missiles

    • Now properly triggers containment damage.
    • Added clarification to the description.

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Removed duplicate -ToHit debuff from Dominator version of the power.
    • Fixed typo in short help.

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    •  Fixed typo in description.

     

    Self Resurrect powers

    • Self resurect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • This only applies to powers from armor sets or epic pools.

     


    Costumes [Focused Feedback]

    New Costume Parts (61)

    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Costume Presets > Paragon Protector

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)

     

    Costume Fixes

    • The Seer Detail 2 and Seer Belt options can now tint the color of their glow using Color 2.

     


    Power Customization [Focused Feedback]

    Force Field

    • Force Field > All > Excelsion customization options added to every power available in the powerset.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Adjustments

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     


    Zones

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     


    Story Arcs

    Erin West - 'Cutting Back Old Growth'

    • Removed some dialog options that didn't make sense.
    • Fixed the Alphas not despawning after the cutscene.

     

    Robert Kogan - 'The Sun and the Spotlight'

    • Fixed Kogan's head being squished.

     


    Enemies

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.

     

    Blackwing Industries

    • Critters with Excelsion armor given a new on-hit visual FX shield.

     


    Architect Entertainment [Focused Feedback]

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.

     


     


    What's New in Issue 28, Page 2?

    Marquee Features

    • The Kallisti Wharf Zone Comes To Life! 💫
    • Five (5) Brand New Kallisti Wharf Story Arcs + Repeatable Missions! 💬
    • New Enemy Group: Blackwing Industries 🚓
    • New Control Powerset: Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Pyrotechnic Control
    • New Armor Powerset: image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Psionic Armor

     

    Powers & Gameplay Adjustments

    • New Control Mechanic: Deep Sleep 💤
    • Controller & Tanker Inherent Changes
    • Armor Powerset Balancing Pass
    • Balance Tweaks & Fixes

     

    Various Adjustments, Improvements & Fixes

    • New Costume Parts (60+), Aether Rewards, Vanity Pets and more! 👁️‍🗨️
    • Over twenty (22) new Badges! 🎖️
    • Many bug fixes! 🐞
    • ...and much, much more!

     


    Marquee Features


    Kallisti Wharf Zone Comes To Life! [Focused Feedback]

    • Kallisti Wharf has been given a substantial amount of work to bring the zone to life/parity with other city zones!

    screenshot_250423-14-45-59.thumb.jpg.d31a4650120e2204ba079e66d92aacf6.jpg

     At last! Kallisti Wharf is a fully realized zone! 

     

    Zone Improvements

    • As stated on the tram/submarine destination, Kallisti Wharf is a Level 40-50 co-op zone.
    • Kallisti Wharf now has eight standard exploration badges and an accolade, same as other zones.
      • New Tour Guides are available to help people locate all the new badges!
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few previously unused tracks, and a couple of favorite older classics!

     

    Enemies Encountered

    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • The following are the main enemy groups found in Kallisti Wharf:

     

    screenshot_250423-14-46-27.thumb.jpg.6346779d447baf46fcd17e137f69a4ff.jpg

     Watch out, the Freaklok are out in force! 

     

    Giant Monster Event

    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.

     

    • Drops six (6) Reward Merits, two (2) Monstrous Aether on defeat, and a low chance (10%) for Pet: Mini P.E.A.C.E. Keeper invention recipe.
      • This recipe can be freely traded like other Giant Monster vanity pet recipes, and also drops from the randomized pet recipe pool found on the Benevolabs vendors located inside Vault Reserve locations.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.

     

    screenshot_250423-14-45-22.thumb.jpg.2418b57f43629512f8a8d8afa484ba50.jpg

     Blackwing Industries is dedicated to ensuring the safety and security of Kallisti Wharf! 

     


     


    New Story Arc

    Mergers and Acquisitions - Dap-Dap the Deal-Maka (Level 40-50) [Focused Feedback]

    “Once ‘Down with the street’, Dap-Dap the Deal-Maka’ has exhausted his fifteen minutes of fame for being quotable in the replays of his arrest video where he got pinched for a weapons deal with Nemesis. Since leaving the spotlight, he’s found new purpose selling his services to the Freaklok in a bid to help establish them.

     

    In this madcap escapade that resembles kayfabe more than negotiation, Dap-Dap will direct you to interface with nearly every faction in the Wharf as the Freaklok establish legitimacy and a foothold in the Old Slough.”

     

    screenshot_250422-18-07-04.thumb.jpg.57909c1f75c45da6ff8b3f4fceb58520.jpg

    • CONTACT: Dap-Dap the Deal-Maka
    • LOCATION: Kallisti Wharf /thumbtack 1578 47 4995
    • ALIGNMENT / LEVEL: Villain, Level 40-50
    • OUROBOROS / ARC: 28.02

     


    Cutting Back Old Growth - Erin West (Level 40-50) [Focused Feedback]

    “'Crey CARES!' That's the tagline of Crey's newest PR campaign, engineered by their rising marketing star, Erin West. Now she's got a new plan... hire a 'rogue with a heart of gold' to lead Alpha Team, the premiere subteam of the Altruist Division, Crey's new supergroup of unmasked Paragon Protectors known as the 'Real-ID Protectors'. And you are just the rogue to play the role, regardless of the actual makeup of your heart." 

     

    screenshot_250422-17-05-54.thumb.jpg.3567921dc5691b409807c1c463727e79.jpg

    • CONTACT: Erin West
    • LOCATION: Kallisti Wharf /thumbtack 7213 55 2649
    • ALIGNMENT / LEVEL: Rogue, Level 40-50
    • OUROBOROS / ARC: 28.03
    • Removed some dialog options that didn't make sense.
    • Fixed the Alphas not despawning after the cutscene.

     


    The Sunlight and the Spotlight - Robert Kogan (Level 40-50) [Focused Feedback]

    Crey's new super group, Altruist Division, has been gaining fame for their fight against crime in Kallisti Wharf. Though not everyone buys Crey's intentions, the heroes themselves seem forthright. When they beat you to investigating a tip about the Skulls and Family, Robert Kogan, an investigative reporter for a progressive, independent newspaper, introduces himself. He also doesn't believe Altruist Division is all they claim to be and wants your help in finding concrete proof... Or, if nothing else, causing the public to question their existence."

     

    screenshot_250422-16-59-35.thumb.jpg.1a38ad31892f4f08a114dd7723da84ab.jpg

    • CONTACT: Robert Kogan (The contact requires completing the tip mission "Skulls vs Family" first.)
    • LOCATION: Kallisti Wharf /thumbtack 1789 57 3436
    • ALIGNMENT / LEVEL: Vigilante, Level 40-50
    • OUROBOROS / ARC: 28.04
    • Fixed Kogan's head being squished.

     


    Know Thy Enemy - Alexander the Great (Level 40-50) [Focused Feedback]

    “Alexander the Great asks you to engage in strategic strikes against Warrior outposts and supply routes, to get to the bottom of their current operations in Kallisti Wharf. He suspects that something is terribly wrong with the upper ranks of the Warriors, but he can’t prove anything.”

     

    screenshot_250422-17-06-14.thumb.jpg.8ce87000347b9ad9dbd2f798b0e3b5a7.jpg

    • CONTACT: Alexander the Great
    • LOCATION: Kallisti Wharf /thumbtack 2147.2 11.9 -423.5
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.05

     


    Hunting the Hunters - Adelard Ziegler (Level 40-50) [Focused Feedback]

    “Adelard Ziegler has contacted you to work on his behalf as the acting force behind his investigation into the Council. The Council’s Void Hunter division has been a subject of much controversy and rumor, and now have suddenly withdrawn from active duty. On top of that, the black market sales of their Void Rifles to other factions seem to be drying up or delivering ‘Dead on Arrival’.

     

    Players will aid Adelard is determining what has happened to the most dangerous and notorious cadre within the Council to see if they are retiring, mutinying, or worse…”

     

    screenshot_250422-17-00-27.thumb.jpg.8b7cf4f31b429b2d26f61cbfb4f6cbf3.jpg

    • CONTACT: Adelard Ziegler
    • LOCATION: Kallisti Wharf /thumbtack 6072 65 1304
    • ALIGNMENT / LEVEL: Hero, Level 40-50
    • OUROBOROS / ARC: 28.06

     

     


    Kallisti Wharf Repeatable Missions - Levels 40-50 [Focused Feedback]

    • Players can take repeatable tasks from either of Kallisti Wharf's two mission brokers, depending on alignment:

     

    screenshot_250422-18-22-38.thumb.jpg.9185a27485266bef14f8153e9a36d24d.jpg

    • CONTACT: Blackwing Liason (Hero) or Broker Chip (Villain)
    • LOCATION: Kallisti Wharf /thumbtack 5816 46 2511 or /thumbtack 1829 43 2458
    • ALIGNMENT / LEVEL: Any, Level 40-50

     


    New Enemy Group: Blackwing Industries [Focused Feedback]

    • Now available in Architect Entertainment!

    screenshot_250428-11-55-11.thumb.jpg.50a001a1ab6c88ec4520c587bde45754.jpg

     These men & women ensure that the Kallisti Wharf citizenry remain protected from super threats! 

    Who Are They?

    • Blackwing Industries is a private military company that has been contracted by Emil Christie to replace the Paragon Police in protecting Kallisti Wharf. The branch of their company that is responsible for this task is known as: P.E.A.C.E. (Police Emergency Action & Crisis Engagement).
    • They've been specially-trained and armed with cutting-edge technology to excel in suppressing meta human threats! These men & women are dedicated to maintaining peace and order in the zone that is their jurisdiction.

     

    What Can They Do?

    • Most Blackwing Industries personnel are decked out in the group's trademarked Excelsion armor, nano-carbon kinetic dampening interlocking hex plates. This armor gives them resistance to conventional weaponry, but also leaves them vulnerable to Toxic!
    • Most of the group gets access to more attacks when below 75% HP!

     

    • The group deals a variety of damage types, however the most notable are:
      • Range: Cold/Toxic (major), Fire/Psionic (minor)
      • Melee: Smashing/Energy (major), Lethal/Fire/Toxic (minor)
      • AoE: Fire/Psionic (major), Cold (minor)

     

    The following Blackwing Industries critters are noteworthy threats for their powers and behaviors! (Spoilers for those who wish to fight them blind!) This is only a partial list, detailing some parts of the enemy group's roster:

    Spoiler



    P.E.A.C.E. Medic (Lieutenant)

    Armed in red/white with warp packs, these teleporting medics keep Blackwing personnel healthy. Prone to dropping Triage Beacons and zipping away, they try to avoid direct combat while also keeping their allies supported.

     

    Best to target them early!

     

    Medic.PNG.374f63d83ef97c390eafae78f8f788f9.PNG

     Target the white & red or you might end up black & blue! 




    P.E.A.C.E. Phantom (Lieutenant)

    Armed in purple with impervium katanas, these operatives can see through stealth with specular implants in their eyes.

     

    Watch out, they will utilize a particularly dangerous Assassin's Strike combo when cornered!

     

    Phantom.PNG.cf878d4a2c6086991594e0e531521ad8.PNG

     You may not see them, but they can definitely see you! 




    P.E.A.C.E. Ballistier (Boss)

    Boasting a pair of rocket boots and jet wings, these airborne agents will rain down a variety of grenades, creating damage and debuff patches players will have to avoid.

     

    Counters melee threats with thruster-boosted kicks!

     

    Ballistier.thumb.PNG.f037f46f7b5434218d43966e32bbdc60.PNG

     Really putting the 'wing' in Blackwing! 




    P.E.A.C.E. Commander (Boss)

    These armored tanks boast distinctive rounded shoulder pads and are fully decked out head-to-toe in Excelsion body armor. They utilize the only weaponized application of the Excelsion system, compressing kinetic energy into an array of deadly blows.

     

    Commander's lead the charge and will zip into the fray with a Burst of Speed!

     

    Commander.PNG.b6a87a1f8d54fb18c634a871feab7640.PNG

     These guys are straight-up fighters, tough with no tricks! 




    P.E.A.C.E. Coordinator (Boss)

    The most enigmatic operatives amongst Blackwing's ranks, the Coordinators are bionic psychics who link P.E.A.C.E. squads together mentally, granting them shared senses mentally, creating their second-to-none coordination on the field.

     

    These support units will prefer to stay in the back lines and buff their team. When engaged, they can direct nearby Blackwing personnel to target a specific player!

     

    Coordinator.PNG.e7cda290067fd53dbf3a4a6301db3345.PNG

     Mentally-linked Blackwing agents? Dangerous! Take these guys out quick! 




    P.E.A.C.E. Neutralizer (Elite Boss)

    These Elite Bosses are without a doubt, the most dangerous of Blackwing Industries' P.E.A.C.E. units. The Neutralizer carries back-mounted heavy weapons and suppressive cannons that are designed to (You guessed it!) neutralize superhuman targets.

     

    Fortunately, due to prohibitive costs, these operatives are not widespread in deployment.

     

    Neutralizer.PNG.c0ff4552273daf2e4fb03cbb035914d1.PNG

     If Blackwing is sending these guys into the field, you've been deemed a top level threat! 




    P.E.A.C.E. Keeper (???)

    There are rumors that Blackwing Industries has an even more impressive mobile weapon platform, but details on it have been scarce. If the group feels like they're losing their control over Kallisti Wharf, they might be forced to deploy their secret weapon!

     

    Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png

     

     

     


    New Powerset: Pyrotechnic Control (Controllers, Dominators) [Focused Feedback]

    pyrosetexample.thumb.png.dcb49cbad8b3abf34b5f7a4d1d7141eb.png

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Multipurpose Missiles

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura

    • Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     


    New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) [Focused Feedback]

    psiarmor.thumb.png.cae01d8b89ae1643b87c2168ea363c1e.png

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback).
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Indomitable Will also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self Def(Melee, Ranged, AoE, Psionic)
    • Precognition allows you to read your enemies' minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
      • Fixed description typo

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(All), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.
    • Tankers and Brutes should now be able to slot taunt enhancements and sets on this power 

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged, AoE)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.
      • Fixed a bug where some of this power's defense buff was suppressing in combat

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power costs no endurance but can be dangerous to use.
      • Fixed description typo
      • Tankers and Brutes should now be able to slot taunt enhancements and sets on this power 

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.


     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper/Sentinels:

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori 

    Stalkers:

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori

     


    Powers & Gameplay Adjustments


    Sleep Revamp [Focused Feedback]

    Stacking

    • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

     
    Deep Sleep

    • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

     

    The following powers have been flagged as Deep Sleep:

    • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
    • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
    • IceFormation FlashFreeze.png Ice Control > Flash Freeze
    • MentalControl Hypnotize.png Mind Control > Mesmerize
    • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
    • PlantControl SporeBurst.png Plant Control > Spore Burst
    • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
    • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby
    • MunitionsMastery SleepGrenade.png Epic > Arsenal Mastery > Sleep Grenade
    • Earth Mastery SaltCrystals.png Epic > Earth Mastery > Salt Crystals
    • ice_mastery_flashfreeze.png Epic > Ice Mastery > Flash Freeze
    • MentalControl MassHypnosis.png Epic > Psionic Mastery > Mass Hypnosis
    • Psionic Mastery Mesmerize.png Epic > Psionic Mastery > Mesmerize

     

    Quote

    Design Notes:

    This new mechanic should make many (not all) sleep effects in the game much more powerful as control tools. Note that auto-hit sleep powers will only apply a weaker old-style sleep if they fail their hit-roll.

     

    Pulsing sleep powers like Sleep Grenade and Static Field will not be converted to Deep Sleep.

     

    Misc Changes

     

    There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

     

    Quote

    Design Notes:

    There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

     

    Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50.

     

    Critters Only:

    All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration
    Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%

    All critters now regenerate health 5% of their health every 12 seconds (does not include GMs or AVs)

     


    Archetype Inherent Changes [Focused Feedback]

    Archetypeicon_controller.png.ec94d9477c01d20f1440ec62a0b0a141.png Controllers

    • Controllers inherent now allows them to command their Tier 9 pets.
    • Containment now also triggers on critters that are Terrified.
    • Containment now also triggers on critters that have been asleep in the last 3 seconds.
    • Containment damage now has an additional "Containment" float message across all sets.
    • The following controller pets now have a 33.33% chance to proc containment damage:
      • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon
      • DarknessControl Haunt.png Darkness Control > Shades
      • DarknessControl UmbraBeast.png Darkness Control > Umbra Beast
      • EarthGrasp VolcanicGasses.png Earth Control > Volcanic Gases
      • EarthGrasp AnimateStone.png Earth Control > Animated Stone
      • ElectricControl Gremlins.png Electric Control > Gremlins
      • FireTrap Bonfire.png Fire Control > Bonfire
      • FireTrap FireImps.png Fire Control > Fire Imps
      • GravityControl Singularity.png Gravity Control > Singularity
      • IceFormation IceSlick.png Ice Control > Ice Slick
      • IceFormation JackFrost.png Ice Control > Jack Frost
      • Illusions Phantasm.png Illusion Control > Phantasm
      • PlantControl CarrionCreeper.png Plant Control > Carrion Creepers (Entangle attack only)
      • PlantControl VenusFlytrap.png Plant Control > Fly Trap
      • image.png.96c71ecd339abf27132ef907b941f9cd.png Pyrotechnic Control > Catherine Wheel
      • SymphonyControl Pet.png Symphony Control > Reverberant

     

    Quote

    Design Notes:

    These changes should make many control sets a lot more viable for controllers, especially Electric and Arsenal control.

     

    Archetypeicon tanker.png Tankers

    • Self damage buff lowered from 1.0x to 0.875x.
    • -Res modifiers lowered to match other melee ATs.
    • Diminishing returns:
      • In powers that had their target cap increased from 10 to 16, each target above 10 will take 25% less damage than the previous target
      • In powers that had their target cap increased from 5 to 10, each target above 5 will take 44% less damage than the previous target
      • Gauntlet is immune to these diminishing returns
    • Removed passive global Arc/Radius buff
    • Increased the radius and range of all tanker Primary and Secondary Cones by 50%
      • Cones no longer have their arc boosted
    • Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50%
      • The increase wont push radius above 15ft

     


    Powers

    Darkness Manipulation [Focused Feedback]

    DarknessManipulation TouchofFear.png Touch of the Beyond.

    • This power can now be activated without a targeting an enemy.
    • If used without an enemy target, the power will not root and apply all the sustain effects.
    • Improved usability when target is out of range

     

    Quote

    Design Notes:

    We understand the desire to move the sets sustain to a toggle, but we are not looking to homogenize all Blaster Manipulation sustain powers that way. With this change we are attempting to alleviate the need to start a fight without the sustain being active. With this change, players should be able to refresh the sustain effects while having no target or if the targeted enemy is far enough away.

     

    This is not part of a set-wide revamp, only a QoL improvement on the power.


    Sonic Attack [Focused Feedback]

    Simplified the -res stacking

     

    The following powers now apply a scale -1.5 resistance debuff for various durations:

     

    • SonicBlast Quick.png Shriek - 8s
    • SonicBlast Medium.png Scream - 8s
    • SonicBlast Cone.png Howl - 8s
    • SonicBlast Heavy.png Shout - 10s
    • SonicBlast Stun.png Screech - 15s
    • SonicBlast MassiveDamage.png Dreadful Wail - 20s

     

    Quote

    Design Notes:

    This changes should make it much easier to understand Sonic Blast's -res effects. Each power is simply independent of each other and has their stacking set to replace. Players should be able to see slightly higher average -res than live with most builds, but the effects will continue to be much lower than they used to be before the last pass.

     

    Water Blast [Focused Feedback]

    WaterBlast WaterJet.png Water Jet

    • Enhanced Water Jet cold damage increased from 1 tick of scale 1.47 to 4 ticks of sale 0.7 over 6 seconds (totaling scale 2.8) (PvE only)

     

    WaterBlast Dehydrate.png Dehydrate

    • This power's DoT will do extra ticks of damage if used against a foe that has been recently hit by other water-based attacks, Dehydrate excluded (PvE only)

     

    Quote

    Design Notes:

    Although water Blast is a well performing set in the AoE department, it's ST leaves a lot to be desired for, especially if the player attempts to build around the set's own attacks. These changes seek to give a slight bump in single target DPS while focusing on a water-only attack chain.

     

     

    Dark Miasma [Focused Feedback]

    DarkMiasma BlackHole.png Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    Staff Fighting [Focused Feedback]

    • StaffFighting StaffMastery.png Perfection levels are now granted on misses.
    • StaffFighting SkySplitter.png Increased bonus damage inflicted by Sky Splitter while under level 3 Perfection from scale 0.828 to scale 1.656.
      • Fixed a bug where the power would grant a new level 1 perfection at the same time it consumed level 3
    • StaffFighting EyeoftheStorm.png Increased bonus damage inflicted by Eye of the Storm while under level 3 Perfection from scale 0.246 to scale 0.4920.
      • Fixed a bug where this power would not remove perfection stacks when executing a finisher
      • Fixed a bug where the power would grant a new level 1 perfection at the same time it consumed level 3

     

    Dark Armor [Focused Feedback]

    DarkArmor FearfulAura.png Cloak of Fear

    • Endurance cost lowered from 0.56 per second to 0.26 end per second.
    • Pulse rate changed from every 5s to every 1s.
    • Power is now auto hit (Fear effect still requires a hit roll).
    • Radius increased from 8ft to 15ft (Fear and Taunt still only apply within 8ft).
    • Accuracy increased from 0.67 to 0.8.
    • Power now applies a scale 2 -dmg debuff (equal to Chilling Embrace).
    • Power now applies a -25% kb str debuff on all affected targets.
    • Power now grants + 1.0KB protection for each enemy in range for 5 seconds. This Stacks and refreshes even if only one foe is in range and is capped at 10 for a maximum of 10 kb mez protection. The most foes you have in melee range, the faster you will reach the cap..
    • Enhancements and resistance now affect magnitude instead of duration.

     

    DarkArmor SelfBuffDefense.png Shadow Dweller (Stalkers)

    • This power now also grants a regeneration buff in addition to all previous effects.

     

    DarkArmor SelfBuffDefense.png Tenebrous Regeneration (Sentinels)

    • Renamed Shadow Dweller
    • This power now grants a small amount of defense in addition to it's regen buff.

     

    DarkArmor SoulTransfer.png Soul Transfer

    • Can now be used while alive.
    • Using this power while alive will cost endurance.
    • This power now grants a minor MaxHP buff per foe hit, as well as Mez Protection for 30 seconds. 
    • While conscious, the power will apply mag 3 stun on all affected enemies.
    • This power will not inflict damage nor heal the caster if used while conscious.
    • Now accepts accuracy enhancements (only useful for alive usage).
    • Fixed erroneous enhancement issues.
    • Fixed a bug where the power would lockout after used

     

    DarkArmor DarkRegeneration.png Dark Regeneration

    • This power is now available to Sentinels as a mutually exclusive option from Obscure Sustenance.

     

    DarkArmor DarkRegeneration.png Obscure Sustenance

    • This power is now available to Brutes, Scrappers, Stalkers and Tankers as a mutually exclusive option from Dark Regeneration.
    • Fixed a bug where Soul Nier theme would trigger the incorrect animation
    • This power is now a click, no longer requires foes in range.
    • No longer accepts damage or accuracy enhancements or sets

     

     

    Electric Armor [Focused Feedback]

    ElectricArmor SelfResistMez.png Static Shield

    • This power now grants scale 2 Toxic resistance.

    ElectricArmor SelfResistEnergies.png Grounded

    • This power now grants scale 0.8 resistance to Smash/Lethal/Fire/Cold.
    • Knockback protection should now last for up to 5 seconds after touching ground.

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    • This power now adds a regeneration buff for each enemy hit.
    • 17.5% regen for the first target hit (only while grounded).
    • +17.5% regen for each additional target.
    • +End per target lowered from 25 to 15.
    • No longer has a chance at lowering enemy recovery.
    • -End lowered from -40 to -35.

    ElectricArmor SelfBuffRecovery.png Energize

    • Regeneration buff duration increased from 30s to 45s.

    ElectricArmor SelfBuffDefense.png Power Surge

    • Crash removed (EM Pulse remains).

    • Recharge lowered to 350s.

    • All effect durations lowered from 180s to 30s.

    • Power now grants a +400% regen buff.

    • Resistances lowered.

     

    Quote

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving Power Sink some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

      

    Energy Aura [Focused Feedback]

    EnergyAura Drain.png Energy Drain

    • Per target +def lowered from scale 0.5 to scale 0.4.
    • Up-front +def lowered from scale 0.1 to scale 0.08.

     

    EnergyAura PowerShield.png Power Shield

    • Fire and Cold defense lowered from scale 2 to scale 1.7.

     

    EnergyAura Overload.png Overload

    • Added visual indicator of an impending crash within 10s of expiration.

     

    Quote

    Design Notes:

    The set is getting some minor toning down on its defenses due to some relatively minor over-performance. This also helps the set's portability to tankers, despite the tanker version not being a carbon copy of the set.

     

    Energy Aura Proliferated to Tankers [Focused Feedback]

    • EnergyAura KineticShield.png Kinetic Shield: Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    • EnergyAura PowerShield.png Dampening Field: Auto: Self +Res (Smashing, Lethal, Energy, Endurance Drain)
    • EnergyAura PowerShield.png Power Shield: Toggle: Self +DEF(Fire, Cold, Energy, Negative), Res(DeBuff DEF)
    • EnergyAura Entropy.png Entropic Aura: Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF), Self +Recharge, Foe -Recharge.
    • EnergyAura Protection.png Energy Protection: Auto: Self +Res (Energy, Negative, Toxic, Psionic, Slow)
    • EnergyAura PowerArmor.png Power Armor Energy Reserve: Auto: Self +MaxHP, +Resist(All DMG)
      • Fixed power description
    • EnergyAura Energize.png Energize: Self Endurance Discount, Heal, +Regen
    • EnergyAura Drain.png Energy Drain: PBAoE, Self +End, +Def, Foe -End
    • EnergyAura Overload.png Overload: Self +DEF(All), +Recovery, +MaxHP, Res(DeBuff DEF)
      • This power is different from other versions of Overload.
      • 300 second recharge, 30 second duration
      • 25% def against all but toxic/psi
      • 20% def against toxic/psi
      • +30% MaxHP
      • Scale 1 Res(-Defense)
      • +100% Recovery
      • Has no crash.


    Ice Armor [Focused Feedback]

    IceArmor Hybernate.png Hibernate (Tanker/Brute)

    • This power has been converted to Icy Bastion.

     

    IceArmor Hybernate.png Icy Bastion (Scrapper/Sentinel/Stalker)

    • This power now is a toggle.
    • It will make you untouchable and give high regeneration rate.
    • It will deactivate automatically after 30s.
    • It can be deactivated early, keeping reduced effects for the remainder of the window.
    • If under the effects of No Phase, the power will automatically deactivate and just provide the reduced +regen/+recovery and +Res.
    • Note: After shutting this toggle down, the power will be identical to the previous version of Icy Bastion.

     

    IceArmor Icicles.png Icicles

    • Now inflicts cold damage instead of lethal.

     

    image.png.3c1e25ea6d85b5d455bb0935bfa069a2.png Rime

    • New power, mutually exclusive from Hoarfrost.
    • 90s recharge, 30s 30% Absorb, +100% regen, & 60s +Scale 2 Res(Toxic).

     

    Quote

    Design Notes:

    We are seeking to consolidate the T9 power between Tankers/Brutes and Scrapper/Stalker/Sentinels. The new consolidated power should have the benefit of both versions, with the minor inconvenience of having to double-click it if the player rather not enter a period of invulnerability and inability to attack.

     

    We area also giving the power an alternate power option to Hoarfrost: Rime, that should provide a more active mitigation choice for players that prefer a more involved defensive play style over the long duration/high heal of Hoarfrost.

     

    Radiation Armor [Focused Feedback]

    RadiationArmor GroundZero.png Ground Zero

    • The offensive components of this power now can only hit 16 foes.
    • Power still can hit up to 255 allies.

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 20 seconds, each additional target adds recharge proportionate to it's buff strength.
      • Fixed power description showing wrong adaptive recharge numbers
    • Every subsequent target will yield a 30% weaker effect than the previous target
      • Fixed a bug where this decay was not working as intended
    • Accuracy lowered from 3x to 1.2
    • Heal per enemy increased from scale 2.2% to scale 11%.
    • Heal with no enemy in range lowered from scale 11% to scale 6%
    • Total maximum heal with all targets increased from 33% to 38%
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 45s

     

    RadiationArmor Meltdown.png Meltdown

    • Power now has a visual indicator that the power is going to crash in the next 10 seconds.

     

    Quote

    Design Notes:

    Ground Zero is a power that should had never been released in its current form. It's high cap was set so it could reliably cover allies and still be able to hit some foes. This ideally should had been split into two independent components when finalizing the set, but was not done due to how hard it was to create such powers at that time. Making an armor power affect more enemies than even incarnate nukes was never the intended goal. These days we have new tools to properly split these components without the legacy headaches. We should had done this long ago, but that does not give the power a pass. 

     

    Radiation Therapy is another power that has other issues. It does too many things at once. The original version left by the devs never had such a high accuracy, nor did it grant endurance to the caster. These are things that were added later in an experiment and resulted in the power being too overloaded. The accuracy was never meant to be increased to 3, but to 1.13 (would had resulted in about 85% acc against even level foes). The original power, as left by the dev team, had an accuracy of 1.0x. We are compromising with 1.2 in this pass, but at 3x we may as well make the power auto hit. Such an incarnation would lose access to accurate healing enhancement sets. 

     

    Despite this we still feel the power does a lot for it the set out of a single power, and that should be reflected somehow, either by removing effects or increasing recharge. Simply increasing recharge did not seem like a good compromise since it would make the power way less useful in boss encounters so decided to use the new Adaptive Recharge technique with the power. This means the power has a very low recharge that scales with it's usage. At maximum saturation, the power will have a higher recharge than it does currently live, but with fewer foes around the power will recharge much faster up to the point where 1v1 fights the player will be able to continually use the power. The power can now be used anywhere between every 25 seconds and 90 seconds depending on how many enemies (if any) were in range.

     

    We understand nerfs are never popular, but sometimes we need to tone some sets down.


    Regeneration [Focused Feedback]

    Regeneration FastHealing.png Fast Healing

    • Now grants 20% fixed regen resistance at all levels, for all ATs.
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

     

    image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

    • Power icon updated to represent its effects.

     

    Regeneration QuickRecovery.png Quick Recovery

    • Now grants 20% recovery debuff resistance.

     

    Regeneration DullPain.png Dull Pain > Second Wind

    • Converted to Second Wind.
    • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
    • Provides a 40% heal.
    • This heal ignores resistances.
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

     

    Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing.
    • This power is a toggle, pulses every 2 seconds.
    • Grants a 200% enhanceable regeneration buff.
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
    • Sentinel's Reactive Regeneration power will follow this implementation of the power.

     

    Regeneration Integration.png Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance.
    • This power is now an auto power.
    • Grants a 24% MaxHP buff, half enhanceable.
    • Grants -15% resistance to heals (making all heals on you 15% stronger).
    • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
    • Power no longer accepts endurance or recharge enhancements.

     

    Regeneration MomentOfGlory.png Moment of Glory

    • Cast time reduced from 2.57s to 1.5s.
    • Now grants a small damage buff that decays over time.
    • Now grants a small amount of Psionic and Toxic defense.

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Reactive Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Reactive Regeneration
    • Second Wind
    • Moment of Glory

     

     

    Quote

    Design Notes:

    Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

     

    The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

     

    Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

     

    Regeneration proliferated to Tankers

    • Regeneration FastHealing.png Fast Healing
    • Regeneration Reconstruction.png Reconstruction
    • Regeneration QuickRecovery.png Quick Recovery
    • Regeneration Integration.png Ailment Resistance
    • Regeneration Integration.png Integration
    • image.png Resilience
    • Regeneration InstantHealing.png Reactive Regeneration
    • Regeneration DullPain.png Second Wind
    • Regeneration MomentOfGlory.png Moment of Glory

     

    Electric Control [Focused Feedback]

    ElectricControl StaticField.png Static Field

    • Converted into a true pseudopet.
    • Domination should now work on this power even if activated when the patch is already out

     

    ElectricControl JoltingChain.png Jolting Chain

    • This power has been turned into a real chain.
    • Damage increased from scale 0.3 to scale 1.2 against primary target.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.

     

    ElectricControl StunningAura.png Conductive Aura

    • Target cap increased from 8 to 16.
    • After the 8th target hit, the power will yield diminishing returns.

     

    ElectricControl SynapticOverload.png Synaptic Overload

    • This power has been turned into a real chain.
    • All jumps now take full advantage of caster inherents.
    • Endurance drain is now auto hit.
    • Max Target Cap 10.
    • Domination now reliably works on this power.
    • Cast Time lowered from 2.37s to 2.0s.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds. 

     

    image.png.5f6c36ddaac0e823a3f496a9990bb5f6.png Paralyzing Blast > Tesla Coil

    • Power renamed to Tesla Coil.
    • Creates a pseudopet that continuously holds enemies over 60 seconds.
    • Can now do damage over time, accepts damage enhancements and sets.
    • Now a location based power.
    • Added missing true pseudopet flags
    • Increased duration from 45s to 60s, set stacking to replace

     

    ElectricControl Gremlins.png Gremlins

    • Pets now spawn as even level.
    • Gremlins have been given a new attack.
    • Gremlin's Jolting Chain power is now a true chain.
    • Damage resistances against non-smash/lethal/energy increased.

     

    Quote

    Design Notes:

    Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

     

    The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

     

    Fire Control [Focused Feedback]

    FireTrap Bonfire.png Bonfire

    • This power is now a true pseudopet.

     

    FireTrap Cinders.png Cinders

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Ice Control [Focused Feedback]

    IceFormation Glacier.png Glacier

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Illusion Control [Focused Feedback]

    Illusions Flash.png Flash

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    Gravity Control [Focused Feedback]

    image.png.995069c58c3be4f2aea96cda4a2a69e8.png Gravity Distortion Field

    • Changed to location based power.
    • Now summons an area of effect pseudopet that lasts up to 60s and will hold random enemies within.
    • Power now inflicts smashing damage when it holds enemies.
    • Now takes damage enhancements and sets.
    • Should now apply the Gravity Distortion effect to all enemies that enter its area of effect
    • Increased duration from 45s to 60s, set stacking to replace

     

    Symphony Control [Focused Feedback]

    SymphonyControl HoldAoE.png  Chords of Despair

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

     

    Quote

    Design Notes:

    Early feedback about Adaptive Recharge has been mostly positive outside it's impact on procs, perhaps one of the most positive feedbacks we have received for a change to existing powers in a long time. Based on this, we will be expanding this system to more sets. We still are aiming to not homogenize every set into this schema. We are aiming to keep a rather even split between Adaptive Recharge 240s holds and area of denial ones. We will be applying these as it makes most thematic and playable sense for the individual set.

    Other sets had their 240s holds switched into longer duration area of effect patches. Although less effective at holding all enemies at a given time, these patches are immune to purple patch (at least on their overall duration) making them a lot more flexible at various level ranges to create area of denial zones. Dark Control, Earth Control and Arsenal Control' already had access to Shadow Field, Volcanic Gasses and Tear Gas  respectively. Now Electric Control's Tesla Coil, Plant Control's Vines and Gravity Control's Gravity Distortion Field join them at creating such areas of effect. As additional counterbalance to their lower flexibility, these powers now also inflict damage to enemies they manage to overcome.

     

    Mind Control [Focused Feedback]

    MentalControl Terrify.png Terrify

    • Accuracy increased from 0.9 to 1.0.

     

    MentalControl Freeze.png Total Domination

    • Endurance cost reduced from 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. 

     

    MentalControl Confuse.png Mass Confusion

    • Accuracy increased from 0.8 to 1.0.
    • Endurance cost reduced from 26 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

     

    Quote

    Design Notes:

    Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.

     
    Plant Control [Focused Feedback]

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Scale reduced from scale 20 to scale 12.
    • Target cap lowered from 16 to 10.
    • Endurance cost lowered from to 15.6 to 8.528
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds. 

     

    PlantControl SpiritTree.png Spirit Tree

    • Cast time lowered from 3.2s to 1.67s.
    • Recharge reduced from 200s to 120s.
    • Duration reduced from 90s to 60s.
    • Spirit tree can now be attacked.
    • Spirit tree now taunts and has a scaling defense and resist aura.
    • Even after being defeated, spirit tree's regen aura should remain.
    • The taunting pet component has been made sturdier

     

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will continue to hold enemies up to 60 seconds.
    • Now inflict damage over time on its targets.
    • Now applies a -DMG debuff on targets.
    • Now accepts damage set and enhancements.
    • Added missing true pseudopet flags
    • Increased duration from 45s to 60s, set stacking to replace

     

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Adjusted the vines spawn timing, should spawn more fluidly now
    • Vines should now be able to proc Containment damage (33% chance)

     

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.

     

    Quote

    Design Notes:

    We are aware this will initially stir some reactions. Please test these changes before making your final judgements. With the introduction of Deep Sleep, we are seeking to re-adjust the set balance so its not as focused on 2 powers.

     

    You may have noticed, we are standardizing confuse powers to 90s recharge with a lower scale. Spirit Tree will continue to work as it always did, but now also can dub as a pseudo-tank, at least for limited window. This will not come at any cost, as even if defeated the +regen portion will persists for its standard duration.

     

    Similar to some of the other sets we mentioned above, Vines is getting a pseduopet revamp. We are not looking to homogenize all the 240s holds into the same form, instead we are trying to give them a some flavor, but some may be a bit similar. You should find this new incarnation much more useful.

     

    Finally, Carrion Creepers was implemented in a way that interacted with multiple procs in an abusive way. The pet had many powers that created other pets that executed other powers resulting in sometimes triple proc rates, bypassing all safeguards the game has to prevent such things. This is being finally adjusted in this iteration. We expect all the additional buffs to other powers, especially in controller containment capabilities, to result in a much more well rounded set.

     

    Arsenal Control [Focused Feedback]

    arsenalcontrol_teargas.png Tear Gas

    • Increased duration from 45s to 60s, set stacking to replace

    ArsenalControl SleepGrenade.png Sleep Grenade

    • Pulse timer reduced from 4s to 3s.

     

    Quote

    Design Notes:

    Although relatively a minor change, this should have significant impact when combined with the new 3s rules for Controller Containment triggers after sleep is broken. In the previous configuration, a 4s pulse, the 3s of containment on sleep foes left about 25% chance for no containment damage. You likely wont notice this impact, but having it at 3s pulses will make containment work smoother and have a nearly unnoticeable buff to the regularity enemies fall asleep again after being disturbed.

     

    New Powerset: Pyrotechnic Control [Focused Feedback]

    New control set for Controllers and Dominators.

     

    You have the ability to incapacitate enemies with creative and dazzling fireworks-like displays that incorporate elements of light, fire, energy, and sound. Many powers have a chance to Blast Off targets, flinging them into the air and reducing their damage resistance with a vibrant explosion.

     

    Pyrotechnic_SparklingCage.png.0ee79a233b4f8aff3f75cabbd9f9b419.png Sparkling Cage: 

    • Ranged, Moderate DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes your target in a ring of pyrotechnic energy, dealing Fire and Energy damage over time. More resilient foes may require multiple Sparkling Cages to Immobilize.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_Dazzle.png.1d73512673da509d4c1bf0c1c59a727c.png Dazzle: 

    • Ranged, Moderate DMG (Fire, Energy), Foe Hold, Chance for Blast Off
    • Incapacitates a distant foe with a brilliant explosion of pyrotechnic energy. The target is left helpless for the duration.
    • This power has a chance of Blasting Off targets into the air.

     

    Pyrotechnic_SparklingField.png.f991a68c3ef93582d490d8db85a2444b.png Sparkling Chain: 

    • Ranged (Chain), Minor DoT(Fire, Energy), Foe Immobilize, Chance for Blast Off
    • Immobilizes a group of foes one by one in a chain formation, dealing Fire and Energy damage over time to each enemy in the chain. More resilient foes may require multiple casts to Immobilize. Sparkling Chain is slower and less damaging than Sparkling Cage, but can capture multiple targets.
    • This power has a chance of Blasting Off targets into the air. This chance is greater on the initial target of Sparking Chain.

     

    Pyrotechnic_GlitteringColumn.png.c5ee41f8e62a3c590d833df2593b063d.png Glittering Column: 

    • You summon a column of brilliant, glittering energy that is sure to capture foes' attention. The column will reduce the ToHit of any foe within a short range, while also Taunting them, forcing them to direct their attacks in its direction. 
    • When the Glittering Column expires, it explodes, Blasting Off nearby enemies into the air.

     

    Pyrotechnic_HypnotizingLights.png.6124708fb5380595e4d05a9a3dff11b7.png Hypnotizing Lights: 

    • Ranged (Cone), Foe Sleep, Foe Confuse (Within 20ft), Moderate DoT (Psionic)
    • You conjure a whirl of lights with differing effects depending on the distance from which it is viewed. Most all targets within the area will be placed into a sleep like trance. Up to six enemies within 20 feet of the display are Confused and receive Psionic damage over time.

     

    Pyrotechnic_MultipurposeMissiles.png.b5c4b6818bab67581202b2a0c42ff356.png Multipurpose Missiles: 

    • Ranged (AoE), Foe Stun, Foe Terrorize, Minor DMG (Fire, Energy)
    • With a single gesture, you conjure pyrotechnic missiles to assault two locations at once. Enemies near the target you have selected will be bombared with miniature missiles and Stunned. Meanwhile, enemies near the location of have selected on the ground will be hit by shrill noisemaking rocket and become Terrified.

     

    Pyrotechnic_IncendiaryAura.png.8d9809cc82ad0b59ed6e36dc8dacc4f5.png Incendiary Aura: 

    • Toggle: PBAoE, Chance for Blast Off. -TohiT, -Defense
    • You create an aura of pyrotechnic energy around yourself that has combustible properties. Enemies within range of the power have a persistent chance of Blasting Off into the air, as well as suffer from reduced ToHit and Defense.

     

    Pyrotechnic_ExplosiveBouquet.png.83d07bbd2ffade5aca209ff06cfc8c75.png Explosive Bouquet: 

    • Ranged (AoE), Foe Hold, Blast Off
    • You create an explosion of light and sound in a flower formation. Foes inside the blast radius will be Held and Blasted Off into the air.
    • Every foe you hit will increase its recharge by 14.5 seconds, up to a maximum of 240 seconds. If no foe is hit, the power will recharge in 8 seconds.

     

    Pyrotechnic_CatherineWheel.png.ad8bab5e5d99d72e445382a27aae8980.png Catherine Wheel: 

    • Summon Catherine Wheel: Ranged DMG (Fire, Energy), Special
    • You can craft a wheel of pure pyrotechnic energy to assist you in battle. The Catherine Wheel employs a variety of pyrotechnic powers to damage and distract enemies. If an enemy becomes affected by the Blast Off effect from one of your powers, the Catherine Wheel may Intercept the enemy with an attack, dealing additional damage.

     

    New Powerset: Psionic Armor [Focused Feedback]

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

    Quote

    Design Notes:

    Psionic is a type that has been lacking defensively in the game outside a few select Epic Pool powers and the infamous Dominator/Blaster sustain power Drain Psyche. This power was always considered so iconic (and in its heyday, overpowered) that when designing a Psionic Armor set, there was zero doubt a form of this power had to be the cornerstone of the set's performance. As such, each version of this set contains a similar power that help Psionic Armor achieve extremely high levels of regeneration.

     

    Given the existence of other psi toggles in Psi mastery pools being resist based, the secondary balance factor for the set is designed around resistances. As a unique power for the set, Aura of Insanity costs no endurance and applies one of 5 random control effects on targets, albeit at the cost of your own health. The aura also applies debuffs that are tied to these control effects. Although chaotic, this opens up many build opportunities. From building for a specific control effect, using HOs to boost them all, or using a variety of enhancement sets be it for set bonuses or procs. The power is extremely versatile on the kind of enhancements that it can accept.

    Finally, Memento Mori is a discrete power. It can be used to come back from defeat, but it's primary usage is to boost your Maximum HP while applying fear on its targets. With Adaptive Recharge, you can either boost yourself in a large feed, granting some solid survivability for its duration. If facing fewer foes, the power can be used more casually to get a smaller HP buff more regularly.

     

    You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will.

     

    image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall: 

    • Toggle: Self +Res(Smash, Lethal, Psionic)
    • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

     

    image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

    • Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
    • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

     

    image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

    • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback)
    • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Impenetrable Mind also grants moderate resistance to Psionic based attacks.

     

    image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

    • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
    • Only available to Tankers and Brutes
    • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds.

     

    image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

    • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
    • Only available to Scrappers, Sentinels and Stalkers
    • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. This power has Adaptive Recharge. It has a base recharge of 5 seconds, and each affected foe will increase the recharge by 8.5 seconds for a maximum total of 90 seconds.

     

    image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

    • Auto: Self +DEF(Melee, Ranged, AoE, Psionic), +Perception
    • Precognition allows you to read your enemies minds, letting you see their attacks before they happen and increasing your perception. This power is always on and costs no Endurance.

     

    image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

    • Self, +Absorb, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
    • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(Melee, Ranged), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

    image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

    • Toggle: Self Stealth, +DEF(Melee, Ranged)
    • Only Available to Scrappers and Sentinels
    • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.

     

    image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

    • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
    • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.

     

    image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

    • Self Rez, +Max HP, Special
    • Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.


     

    Tanker/Brute:

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Consume Psyche

    Impose Presence

    Psychokinetic Barrier

    Precognition

    Aura of Insanity

    Memento Mori 

    Scrapper/Sentinels

    Psychic Wall

    Psionic Shield

    Mask Presence

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori 

    Stalkers

    Hide

    Psychic Wall

    Psionic Shield

    Impenetrable Mind

    Devour Psyche

    Precognition

    Psychokinetic Barrier

    Aura of Insanity

    Memento Mori

     

     

    Misc Power Changes [Focused Feedback]

    dark_mastery_blackhole.png Epic > Dark Mastery > Black Hole 

    • This power now applies a trawl (reverse repel) effect.
    • Targets that are immune to the trawl effect will be phased.

     

    mentalcontrol_telekinesis.png Epic > Psionic Mastery > Telekinesis

    • Target cap increased from 5 to 10.
    • Toggle duration reduced from 20s to 10s.

     

    Armor Sets > Self heals (all)

    • Self heal click powers no longer are irresistible
    • Following heals will ignore Heal Resistances:
      • Regeneration DullPain.png Regeneration > Second Wind
      • Invulnerability DullPain.png Invulnerability > Dull Pain
      • IceArmor HP.png Ice Armor > Hoarfrost
      • Empathy AbsorbPain.png Empathy > Absorb Pain
      • PainDomination SharePain.png Pain Domination > Share Pain
    • The following armored AT Heal Resistance caps have been lowered to:
      • Archetypeicon tanker.png Tanker: 75%
      • V archetypeicon brute.png Brute: 75%
      • Archetypeicon scrapper.png Scrapper: 85%
      • V archetypeicon stalker.png Stalker: 85%
      • Archetypeicon sentinel.png Sentinel: 90%
      • All other ATs remain at 100%
    • Quote

      Design Notes:

      This should allow self heals to become stronger while using Field Medic and Incandescence Destiny actually impact players. This will potentially force some changes in Hamidon tanking strategies, but the encounter should still be possible even with the HealRes debuffs. The heal resistance caps will prevent armored classes to ever be debuffed to the point they are entirely immune to healing.

       

      With this change, Armored ATs should never be able to become immune to healing unless they are on an Untouchable state.

     

     

    BattleAxe WhirlingAxe.png Battle Axe > Axe Cyclone

    • Cast time increased from 1.76s to 2.1s.
    • Pull distance is now resistible.

     

    BattleAxe Swoop.png Battle Axe > Swoop

    • Cast time increased from 1.23s to 1.37s.

     

    Self Resurrect powers

    • Self resurect powers will now show a separate buff icon for their image.png.d8f3a6fcc27f532d965acd2c844a4a51.png Untouchable and image.png.a71074040995a9e239b0da05e3fcd21b.png Debt Protection durations.
    • This only applies to powers from armor sets or epic pools.

     

    Quote

    Design Notes:

    Last round of buffs to Battle Axe were potentially too good, we are doing a minor bump-back on Axe Cyclone's and Swoop due to the unexpected boost. Axe Cyclone will continue to pull enemies, but foes will be able to resist the effect where resistances apply.

     

    Brawling SweepingCross.png Street Justice > Sweeping Cross (All versions) 

    • Arc increased from 50 degrees to 75 degrees.
    • Pre-combo damage scale reduced from 1.5 to 1.444.
    • Max combo damage reduced from 1.875 to 1.805.

     

    Invulnerability Unstoppable.png Invulnerability > Unstoppable

    • A visual cue should show up informing of the impending crash.

     

    Ninjitsu KujInZen.png Ninjitsu > Kuji-In Retsu

    • A visual cueshould show up informing of the impending crash.

     

    ShieldDefense OneWithTheShield.png Shield Defense > One with the Shield

    • A visual cueshould show up informing of the impending crash.

     

    StoneArmor Geode.png Stone Armor > Geode

    • Cleaned up power info screen.
    • 25% of this power's regen and recovery buffs will persist for the full 30 second window even if the power is shut down or if the Geode is destroyed.

     

    SuperReflexes Elude.png Super Reflexes > Elude

    • A visual cue should show up informing of the impending crash.

     

    Willpower StrengthOfWill.png Willpower > Strength of Will

    • A visual cue should show up informing of the impending crash.

     

    Bug Fixes

    • image.png.9936dc55f32104495f61aed4ed2c2e27.png Enhancements > Performance Shifter: Chance for +Endurance: Fixed a bug where the ally buff could potentially be weaker based on level differences.
    • image.png.951a0e5925a9e451e0e7cc3e627e388b.png Enhancements > Coercive Persuasion: Contagious Confusion: This proc no longer ignores combat modifiers.
    • DarkArmor DarkRegeneration.png Dark Armor >  Obscure Sustenance: Fixed a bug where Soul Nier theme would trigger the incorrect animation
    • TacticalArrow Slow.png Tactical Arrow > Glue Arrow: Fixed power short description.
    • image.png.c5a73173fa197b50a952e1fbdef0e233.png No Phase: Fixed a bug where No Phase would disable Jump Pack and Steam Jump.
    • Fighting Boxing.png Pool > Fighting: Changes to the attacks power info screen to clarify the conditional effects.
    • Arachnos Patron RangedAoEImmobilize.png Mace Mastery > Web Envelope: Fixed this power's description to denote the power does toxic damage over time.
    • Inherent SteamJump.png Prestige Travel > Jump Pack/Steam Jump: These powers buff should now flash when the 30 second timer is about to run out, as well as give a "low fuel" warning.
    • PlantManipulation WildFortress.png Plant Manipulation > Wild Fortress: Fixed a bug where the power's vfx would fade away if the player selected color customization options.
    • AtomicManipulation Metabolism.png Atomic Manipulation > Metabolic Acceleration: This power no longer accepts Endurance Discount enhancements. The power costs no endurance.
    • Dark Mastery Possess.png Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
    • dark_mastery_blackhole.png Dark Mastery > Black Hole: Fixed this power range (was erroneously set to 10ft instead of 50ft)
      • Changed the buy requirements for Possess (no player visible change, but make sure you can still level into this power)
    • Gadgets_RemoteBomb.png.b5a170280bd811274f31ab0f9623c44b.png Devices > Remote Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
      • Known issue with this fix.
    • Traps_RemoteBomb.png.41034d4f78a751ad56a1ccf511af9918.png Traps > Temporal Bomb: Fixed a bug that would cause the bomb to become defunct if the targeted critter died during the power's placement animation.
      • Known issue with this fix.
    • Accolade_Mark.png.84eed7619a7f298b2d57b1dbbec70b20.pngAccolade_Recall.png.1192b93f42352ead5548d0f0491fc4aa.png Accolades > Mark and Recall: Name changed from 'Mark & Recall' so the power can be functionally linked in chat.
    • PowerBlast_EnergyTorrent.png.2c97b062821bba9d74379d95bcc60151.png BodyMastery_EnergyTorrent.png.140dfd569fb9910f29bd2a5c570ee059.png Energy Mastery > Energy Torrent: Fixed Laser Beam Sweep customization option's hitfx desynced from attack.
    • ArsenalControl_Beanbag.png.2502d8d0a4999105383d94fb53c6b000.png Arsenal Control > Cryo Freeze Ray: Fixed VFX timing errors in attack and hit FX.
    • FlamingShield_Cauterizing.png.605e70e7f735412ac95540cd327da52d.png Fiery Aura > Cauterizing Blase: Fixed Dark Fire customization option missing FX.
    • Paramilitary_SuperSoldier.png.1846973c9b135b9c81d810510b7e4e5c.png Mercenaries > Commando: Fixed Commando's Full Auto attack FX attached to their hand instead of their Assault Rifle.

     

     


    Character Customization Improvements


    Costumes [Focused Feedback]

    New Costume Parts (61)

    • Male/Female/Huge > Head > Various > Detail 1 > Blackwing
    • Female > Head > Various > Detail 1 > Seer Visor
    • Male/Female/Huge > Head > Various > Detail 2 > Blackwing
    • Female > Head > Various > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Soldier > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Soldier > Detail 1 > Blackwing
    • Female > Arachnos Soldier > Detail 1 > Seer Visor
    • Female > Arachnos Soldier > Detail 2 > Seer
    • Male/Female/Huge > Arachnos Widow > Detail 2 > Blackwing
    • Male/Female/Huge > Arachnos Widow > Detail 1 > Blackwing
    • Female > Arachnos Widow > Detail 1 > Seer Visor
    • Female > Arachnos Widow > Detail 2 > Seer
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Clean
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Clean
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Clean
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Upper > Tight > Chest > Awakened Seeker Corrupted 2 Flipped
      • Notice: The Awakened chest options are mutually exclusive with shoulder pads that clip and they will not appear. Likewise, if you currently have incompatible shoulder pads selected, the Awakened chest options will not appear.
    • Male/Female/Huge > Upper > Jackets > Blackwing
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Light Original
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy
    • Male/Female/Huge > Upper > Various > Shoulder > Blackwing Heavy Original
    • Male/Female/Huge > Upper > Chest Details > Special Symbols > Blackwing
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Light Original
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy
    • Male/Female/Huge > Upper > Tight > Chest Detail > Blackwing Heavy Original
    • Female > Upper > Gloves > Blackwing > Custom
    • Female > Upper > Gloves > Blackwing > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Light > Original
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Custom
    • Male/Huge > Upper > Various > Gloves > Blackwing Heavy > Original
    • Female > Upper > Tight > Belt > Seer
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Beholder Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Scryer Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Clean
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 1 Flipped
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2
    • Male/Female/Huge > Lower > Tight > Pants > Awakened Seeker Corrupted 2 Flipped
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Skirts > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Beholder
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Scryer
    • Male/Female/Huge > Lower > Monstrous > Pants > Awakened Seeker
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Light > Original
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Custom
    • Male/Female/Huge > Lower > Various > Boots > Blackwing Heavy > Original
    • Male/Female/Huge > Backpacks > Blackwing Light
    • Male/Female/Huge > Backpacks > Blackwing Heavy
    • Male/Female/Huge > Cape > Full Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Half Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Asymmetrical Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Single Shoulder Mantle > Brooch > Blackwing
    • Male/Female/Huge > Cape > Over Shoulder Mantle > Brooch > Blackwing
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Fly
    • Male, Female, Huge > Auras > Path Auras > Rocket Boots - Jump & Fly
    • Male/Female/Huge > Costume Presets > Paragon Protector
    • Male/Female/Huge > Costume Presets > Blackwing Light
    • Male/Female/Huge > Costume Presets > Blackwing Heavy

     

    Costume Proliferation

    • Missing costume options added to missing categories:
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 1 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Arachnos Soldier > Wolf > Detail 2 > Parity Pass - Many missing options added.
      • Male/Female/Huge > Standard > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Standard > Detail 2 > Oni Mask
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Masks w/Hair > Detail 2 > Oni Mask
      • Male/Female/Huge > Full Mask > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Full Mask > Detail 2 > Oni Mask
      • Male/Female/Huge > Hats > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hats > Detail 2 > Oni Mask
      • Male/Female/Huge > Hoods > Detail 2 > Samurai Menpo
      • Male/Female/Huge > Hoods  > Detail 2 > Oni Mask
      • Male/Huge > Upper > Various > Chest > Yakuza
      • Male/Huge > Upper > Various > Chest > Yakuza 1 Glow
      • Male/Huge > Upper > Various > Chest > Yakuza 2 Glow
      • Male/Female/Huge > Lower > Monstrous > Pants > Spectrum
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker
      • Male/Female/Huge > Lower > Monstrous > Pants > Gold Bricker (Legacy)
      • Female/Huge > Back > Backpacks > Circle of Thorns
      • Male > Upper > Sleeveless Robes > Chest > Spectrum

     

    Costume Fixes

    • Various skirt models have had poor/non-functional LOD models that cause them to appear broken at distance; Skirt models should now always render the higher detail model.
    • Female > Upper > Various > Asymmetrical Shoulders > Skull 1: Fixed this option being listed twice.
    • Male/Huge > Lower > Various > Boots > Flat > Spectrum: Fixed this option using the wrong texture.
    • Female > Lower > Various > Boots > Flat > Spectrum: Fixed this option being listed twice.
    • The Seer Detail 2 and Seer Belt options can now tint the color of their glow using Color 2.

     


    Power Customization [Focused Feedback]

    Force Field

    • Epic > Personal Force Field > Excelsion customization option added.
    • Force Field > All > Excelsion customization options added to every power available in the powerset.

     

    excelsion_bubble.PNG.4b6d61308964c8282f25a54b6c050e3f.PNG

     Oh hex! That's pretty cool! 

     

    Traps

    • Force Field Generator > Excelsion customization option added.

     

    Broadsword

    • Swordfish custom weapon option added.

     

    Rifles

    • Shotgun custom weapon option added.
    • Advanced Shotgun custom weapon option added.
    • Grenade Launcher custom weapon option added.
    • Advanced Grenade Launcher custom weapon option added.

     

    Custom Weapon Fixes

    • Fix to rifle weapons appearing on the back when they should be in the hand at the time.
    • Fixed broken Munitions Rifle model FX for Devastator, Shard Cannon, and Shock Rifle options on all three body types.
    • Fixed broken base Munitions Rifle FX on Huge body type.

     


    Aether Shop Rewards [Focused Feedback]

    Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Razorvine
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Geode
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Boomer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freaklok Tecromancer
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Oni
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Assault Bot
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Lich
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Mastermind Spec Ops
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Ballistier
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Commander
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: P.E.A.C.E. Coordinator
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Guardian
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: PPD Undercover Cop
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Golem
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Slag Heap
    • (Mastermind Aether costumes include power customization option to pick their upgraded visuals.)

     

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.bc7ff6dadfa303a8a03f48f795acb4c5.png Costume: Devouring Earth Lunaflora

     

    Spoiler

     

    (Devouring Earth costume based on the Lunar Agapanthus flowers found in Kallisti Wharf's One Statesman Plaza; This beautiful but deadly theoretical creature gently pulses with a lunar glow at night in-game! Includes power customization option to glow at all times.)

    Lunaflora.png.3570515f491abc0bcbff01cbb6b45f4f.png

     

    • New NPC costumes added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: P.E.A.C.E. Coordinator
      • (Make your character look like one of Blackwing Industry's psychic tacticians! Projects a data display around your character and encapsulates your head in an energy field! Tintable power customization options and data-only or dome-only.)

     

    Reward Adjustments

    • Tier 2 has been renamed from 'Vintage' to 'Vintage/Extra' to include the non-legacy costumes that are Homecoming additions.
    • The following costumes have had their names adjusted:
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Plant -> Costume: Devouring Earth Bladegrass
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Crystal -> Costume: Devouring Earth Quartz
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Mushroom -> Costume: Devouring Earth Fungoid
      • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Devouring Earth Rock -> Costume: Devouring Earth Bedrock

     

    • The following costumes have had customization options expanded:
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Symbiote Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous > Tentacles Tintable
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles
      • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Umbral > Tentacles Tintable

     

    Reward Fixes

    • Rare_Costume_Power.png.2a8d810c0397040d7013c3c4c4af754e.png Effect: Luminous: Fixed an issue where this effect's eye glow would not appear on Aether costumes that didn't support sheathed weapons.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Freakshow Super Stunner: Ambient sound effects removed from this costume.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Longbow Mender: Fixed this costume using the incorrect boots option.
    • Merit_Costume_Power.png.78d01b398e0adcab3445a381fe531f4c.png Costume: Rularuu Wisp Overlord: Ambient sound effects removed from this costume.

     


    Vanity Pets 

    New Pets Recipes

    • The following Rare recipe has been added with a 0.1% (1 in 1000) chance to drop from any Blackwing Industries enemy group Boss or Elite Boss rank defeats:
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: P.E.A.C.E. Drone
    • The following Uncommon recipe has been added with a 10% (1 in 10) chance to drop from the P.E.A.C.E Keeper Giant Monster when defeated.
      • Villain_SignaturePet_Power.png.900a4644694cf40cc40cb3952017644d.png Pet: Mini P.E.A.C.E. Keeper
    • As with other recipes, these can be traded to other players or on the Auction House.

     


    Various Additions, Enhancements, & Fixes


    New Badges (22[Focused Feedback]

    Accolade

    • Badge_HeroExploreAccolade.png.c73fd9d2ddb06414cd99a6058fff73df.png The Prettiest One - Obtain this accolade by earning the following Exploration badges: On The Shoulders of Giants, In Their Prime, Protest Too Much, Fueled by Greed, Raving Mad, Marked Out, Quay to the City and Tourist Trapped.

     

    Accomplishment

    • mission_i28_staringintotheabyss.png.23b9f3528e564fc0773df5eb1ec38a2a.png Staring Into The Abyss - Complete Adelard Ziegler's story arc to earn this badge.
    • badge_i28_storyarc_businesssavvy.png.9a581990dbe05b0b38a95a31f8f0680c.png Business Savvy - Complete Dap-Dap the Deal-Maka's story arc to earn this badge.
    • mission_i28_frontperson.png.b31ebf922acb6a75622118fb29fdf348.png Front Person - Complete Erin West's story arc to earn this badge.
    • mission_i28_justifiedends.png.91566004afc06acbf0f205c28369c9b1.png Justified Ends - Complete Robert Kogan's story arc to earn this badge.
    • mission_i28_thickerthanwater.png.251617fe853d0594708b890a742c31bc.png Thicker than Water - Complete Alexander the Greats's story arc to earn this badge.
    • mission_i28_generationaldamage.png.98b2b6445b900a495973a78284dd2189.png Generational Trauma - Earned from completing bonus objectives within Adelard Ziegler's story arc.
    • mission_i28_uncomfortabletruth.png.5890acd13e1f6f71e719a83551a51be2.png Uncomfortable Truths - Earned from completing bonus objectives within Erin West's story arc.
    • mission_i28_truthseeker.png.8634c29802a3bcb70cfb680a7b2edab1.png Truth Seeker - Earned from completing bonus objectives within Erin West's story arc.
    • badge_i28_accomplishment_brasstax.png.d2eeb5d0964faf98bb57f2d899bd0aa3.png Brass Tax - Earned from completing bonus objectives within Dap-Dap the Deal-Maka's story arc.

     

    Defeat

    • badge_i28_defeat_blackwing.png.ebc42da97b66309719ed7b2b031fc1aa.png Two Birds One Stone - Defeat 250 Blackwing Industries enemies to earn this badge.
    • Badge_i28_defeat_peacekeeper.png.d1cbc02a4b9c6c13501f6d4ac21503e8.png Peacekeeper / Peacemaker - Defeat the P.E.A.C.E. Keeper in Kallisti Wharf to earn this badge.

     

    Exploration

    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png In Their Prime - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Protest Too Much - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Fueled By Greed - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Raving Mad - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Marked Out - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Quay to the City - Explore in Kallisti Wharf to earn this badge.
    • Badge_tourist_01.png.301ff683e589037ccfca883dd2801202.png Tourist Trapped - Explore in Kallisti Wharf to earn this badge.

     

    History

    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Christie Consolidation - Learn more about the brave and bold leadership of Emil Christie.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Flagtown Memorialist - Learn more about the Flagtown history in Kallisti Wharf.
    • Badge_history_01.png.0d9ca4ffc43851441da39ff8b320c91c.png Patron of the Arts - Learn more about Theatre Row and Maxwell Stadium to earn this badge.

     

    Badge Adjustments

    Changes

    •  Badge_it_mom_achievement.png.7e8169e9e651b235b0d454a654829bb2.png Dreamwalker / Dreamkiller - Quill and The Unnamed One are now required for this badge. No changes to those who already earned the badge.
    • badge_i27_rolediversity_hero.png.fa28b69791905bc7d4c220ee2214cd06.pngbadge_i27_rolediversity_villain.png.6623758c04f8a651ea43541e168b0445.png Variety Act - Badge art updated to look more like proper badges.
    • Badge_Winter2021.png.bf9846273ef57efd715bd956d1841c2a.png License to Chill - Badge art updated to help differentiate Winter events by year (2021).
    • Badge_Winter2023.png.4c566f97f4ad614f8764c1b2cf08f647.png Home for the Holidays - Badge art updated to help differentiate Winter events by year (2023).
    • Badge_Winter2024.png.fd88f046bea950b0ff24177e8cc5702e.png Hypothermia - Badge art updated to help differentiate Winter events by year (2024).

     

    City Badge Tracker [Focused Feedback]

    • Added a City Badge Tracker kiosk to Pocket D at [-234.2 0.0 -908.8].
      • This kiosk will display the badges that you're missing, and a Leaderboard with every character who entered Pocket D since the last mapserver reset. There is no persistent storage at the moment, and it might not be possible.
      • The player with the most badges will be displayed as a "hologram" next to the City Badge Tracker kiosk. Clicking on this NPC will display their character information and badge progress.
      • In the event of a tie, the character who last clicked the City Badge Tracker kiosk (not the NPC!) will be displayed, and there's a 60-second cooldown between switches to avoid spamming back and forth.
    • City Badge Tracker also displays progress towards Bicentennial, Dimensional Warder, River Rat and Dreamwalker/Dreamkiller.
      • Null the Gull no longer shows progress towards Dimensional Warder, since the City Badge Tracker "Progress" page has that info.

     


    Zones [Focused Feedback]

    Spoiler

    Various

    • Newsies have been updated to shout about much more recent Homecoming-relevant things.

     

    Talos Island

    • Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside.
    • Closed geometry gap near a group of shops nearby the tram plaza.

     

    Independence Port

    • Closed geometry gaps around the water foundation of the building near Miss Liberty.

     

    Brickstown

    • Fixed two event glowie spawn points that were floating above the ground and not working correctly.

     

    Peregrine Island

    • Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns.

     

    Kallisti Wharf

    • Zone now has eight standard exploration badges and an accolade, same as other zones.
    • Many areas of the zone were given expansive polish passes and detail work.
    • All neighborhoods given music. No more silence!
      • The zone is using a mix of new Homecoming-original compositions, a few unused tracks, and a couple of favorite older classics!
    • Added ambient atmospheric/combat spawns to the entirety of the zone.
    • New Giant Monster spawn, the P.E.A.C.E. Keeper, has been added to the zone. They are spawned manually by defeating 200 points worth of Blackwing Industries enemies in the zone. Minions = 1 point; Lieutenant = 2 points; Boss = 3 points; Elite Boss = 4 points.
      • The P.E.A.C.E. Keeper will spawn in One Statesman Plaza and fly a patrol around the outside of the tower in the center of the zone; If not engaged in fighting, they should default back to patrolling the tower.
      • Only one P.E.A.C.E. Keeper can be spawned at any moment.
      • P.E.A.C.E. Keeper's dropped rewards are on an 18-hour cooldown per character.
    • Relocated 200th Anniversary Plaque in Kallisti Wharf to Theatre Row. New coordinates are [2380, 56, 1132].
    • Mini-map markers added for the following locations:
      • Crey Towers
      • Vanguard Outpost
      • Langston Corp Factory
    • A Vanguard Merit invention station has been added to the Vanguard Outpost location near the helipad.

     

    'Crey's Folly'

    • Lowered two floating crates near [1715, -21, 1518].

     

    Eden

    • Removed rogue piece of canopy geometry from Eden.

     

    Firebase Zulu

    • Brought a floating shrub back to ground.

     

    Pocket D

    • Fixed a texture Z write error on the zone's moons.

     

    Mercy Island

    • Rubble and debris from the former Architect Entertainment building have finally been cleared away, and construction on the Rogue Isle Police precinct has been completed.
      • New building contains an SG Registrar so villains can start Super Groups from their start zone, same as heroes.
      • Also contains a Quartermaster who sells enhancements.

     

    screenshot_240626-08-22-39.thumb.jpg.8a1c348cca3114720aeb008588706d25.jpg

     

    Grandville

    • Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners.
    • Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB.
    • Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content.

     

    Rikti War Zone

    • Removed floating tank markers in the air.
    • Fixed indoor lighting when in the vehicle bay south of the Vanguard base.

     

    Nova Praetoria 

    • Lowered two floating trees.

     

    Imperial City

    • Lowered a floating traffic light.
    • Removed a random metal door that was poking out of the floor.

     

    First Ward

    • Moved Vanessa Devore out of the stairs.

     

    Labyrinth of Fog

    • When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat.
    • The target of the Minotaur at +10 shifts is now announced.
    • Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them.
    • Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs.
    • Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling.
    • High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily.
    • Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.

     

     


    Contacts

    Spoiler

    Wes Schnabel

    • Fixed legacy contact from stopping giving missions too early.

     


    Tasks [Focused Feedback]

    Spoiler

    Incarnate Trial - 'Minds of Mayhem'

    • Minds of Mayhem script has been re-written from SZE to Lua.
    • In general, the trial should play exactly as before, just with better performance. The following are the only intentional changes:
      • Added a swirly teleporter FX when using Desdemona's portals.
      • Some of the UI advice was moved to the top of the UI window rather than the bottom, and the stage names are shown in the title bar.
      • Malaise's Nightmare summons will dynamically select the nightmare based on which is most needed by the league for badge credit and hasn't been summoned yet.
      • Added Quill and The Unnamed One to the Malaise Nightmares pool.
      • A Perfect Storm, Daylight Saver and Lost Connection to Server are now awarded as soon as the relevant stage is completed.
      • Suffer in Silence and Shared Suffering will not deal damage after Mother Mayhem is defeated.

      • Remove the "Time until Debilitation" timer, since the power is a click used by an object and not in sync with the timer at all.
      • Desdemona will offer a free rez at the beginning of the final fight, after becoming trapped in Shalice's mind.
      • Increased the time limit of the final fight from three to five minutes.

     

    General - Task & Strike Forces

    • The level bracket maximum of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's (Level 50+ only).
      • Example: Previously the Manticore Task Force was always set at 35, but allowed 30+ characters. Now the Manticore TF's missions would be set at 30 if that's the leader's level, rather than 35+, and presenting those players with +5 or higher enemies.

         

     

    General - Advanced Mode

    • The combat levels on Challenge Arch-villain rank enemies (King Midas, Emperor Romulus, K'ong, etc) can now be seen in their name plate.

    LevelPlate.PNG.15bb923eb618a71b7b4af3f5818171d9.PNG

    • Nectanebo's Curse Breaker: Can now be used during Advanced Mode content to cleanse Curse of Weariness.

     

    Positron Task Force - Part 1

    • On the finale mission, saving the four heroes and defeating the Circle of Thorns ambush can no longer be skipped.

     

    Ms. Liberty Task Force

    • Add a text to the task force intro that mentions the minimum level is always set to 50.

     

    Lord Recluse Strike Force

    • Add a text to the strike force intro that mentions the minimum level is always set to 50.

     

    Dr. Aeon Strike Force - 'Chasing Fool's Gold'

    • Dimensional ripple doors in the finale mission now have connecting (invisible) door exits, which should help Battle Becky and other pets path through them with more consistency.

     

    Christine Lansdale - 'The Mysterious General Z'

    • Fixed clue not granting during arc.
    • Misc typo/misnaming fixes.

     

    Doc Buzzsaw - 'The Freakish Lab of Dr. Vahzilok, Act 2'

    • Fix for possibly bypassing the "Bile Powers Down" trigger in Buzzsaw finale.
    • Trigger location moved to pipe exit at radius of 100ft. Should be much better now for him.

     

    Sister Valeria - 'Glory and Dark Tidings'

    • Sibyl that was named 'Achlys' has been renamed 'Astraia' to prevent unintended Labyrinth of Fog association.

     

    Repeatable Kallisti Wharf Missions

    • The Blackwing Liaison will provide heroes with opportunities to fight crime in Kallisti Wharf.
    • Chip will provide villains lucrative criminal ventures in Kallisti Wharf.
    • Both contacts are currently easiest to find via the Contact Finder feature.

     

     


    Mission Maps [Focused Feedback]

    Spoiler

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms. (This will impact the maps in AE)
    • Maps used in the new Kallisti Wharf zone content have had their critter density properly balanced. (Does NOT impact the maps in AE)

     

    Mayhem / Safeguard Maps

    • Atlas Park: Mini map has had extents corrected and should now accurately display player's positions on the map.
    • Founder's Falls: Mini map sizing corrected and should now accurately display player's positions on the map.

     

    Various - Midnight Club Maps

    • Closed a large number of geometry gaps in Midnight Club mission maps using the big round room.

     

    DA_Epilogue

    • Added a collision height cap to this map.

     

    IOM_FoundersFalls_DA

    • Lowered bubbles FX so they don't appear on the cement floor.

     

    Outdoor_City_03A_Rikti, Outdoor_City_03A, Outdoor_Unique_City_02

    • Lowered collision wall that had a gap, allowing players to teleport outside mission boundaries.

     

    P_Tech_Power_45_Layout_03_01

    • Fixed this room layout from having an objective spawning inside of an object.

     

    Freak Olympics

    • Moved a floor glowie that appeared inside the wall.

     

    Outdoor_Graveyard_01A

    • Relocated a fern flying in the air back to the ground.
    • Lower floating rocks back to the ground.

     

    AbandonedOffice_To_Rikti

    • Fixed ceiling gap on this map where the cave tunnel ends.

     

    SmoothCave_To_Rikti

    • Fixed most of these maps containing invisible details in the hallways that were mis-grouped.

     

    Abandoned_Warehouse_45_Layout_02_01

    • Removed a locked door in this map that could never be opened.

     

     


    Enemies [Focused Feedback]

    Spoiler

    Giant Monsters

    • Increased BigMonster rank base ToHit from 0.5 to 0.65, removed accuracy buff from all Giant Monster attacks.

     

    Arachnos

    • Arachnos NPCs in various zones now use Arachnos mugs when using the /drink emote.
    • Black Scorpion: Fixed a missing FX that was causing his tail to go missing.
    • Scirocco: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Awakened

    • Mobs that summon in this group no longer do so unless inside a mission instance.
    • Subjugator: Removed text regarding consuming a Seer, as this power doesn't hurt players and doesn't warrant an urgent float warning.

     

    Blackwing Industries

    • Critters with Excelsion armor given a new on-hit visual FX shield.

     

    Carnival of Shadows

    • Added glowmask to the masks of the various female enemies in this group.
    • Added glowmask to the mask of Vanessa Devore.

    spooke.PNG.e743fc8580c6458df285a4f220c48943.PNGvanessa.PNG.f88eab28494581d02866ecc726fad840.PNG

    Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
      • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     

    Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     

    Drudges

    • Fixed Trap Soul attack healing an enemy instead of damaging them.

     

    Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s
      • Fixed Char having controller overpower
      • Fire Shield now applies up to 3 targets per cast
      • Decreased Forge buff from 120s to 60s

     

    Longbow

    • Longbow NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Malta Operatives

    • Added glowmask to the night-vision goggles on enemies in this group.

    glowmalta.PNG.ed7d0b40784d1810f1d48986478bcb01.PNG  

     

    Paragon Police

    • PPD NPCs in various zones now use Paragon mugs when using the /drink emote.

     

    Rikti

    • Fixed Rikti Headman Gunman blast FX not synced with animation.

     

    Seers

    • Fixed a few sequencers/animations related to Seer powers.

     

    Skulls

    • Gravediggers
      • Revolver damage scale decreased from 1.216 to 0.95, base accuracy increased from 0.625x to 0.8x
      • Submachine Gun damage scale decreased from 1.2 to 0.87
      • Focused Burst animation increased from 1s to 1.67s, damage scale decreased from 1.75 to 1.38, recharge increased from 5s to 6s, chance for knockdown replaced with 5s defense debuff
      • Pistols damage scale increased from 0.9 to 1.0
      • Dual Shot damage scale increased from 1.2 to 1.32, recharge increased from 5s to 6s, damage over time replaced with chance for knockdown
    • Death Heads
      • Shotgun damage scale increased from 0.82 to 0.91, arc increased from 20 degrees to 30 degrees
      • Burst damage scale decreased from 1.6 to 1.08, base accuracy increased from 1.0x to 1.05x
      • Slug base accuracy increased from 1.0x to 1.05x
      • Reduced Automatic Fire animation from 4s to 2.5s, damage scale increased from 1.0557 to 1.0899, base accuracy increased from 1.0x to 1.1x, added 12s def debuff, range/radius adjusted from 80ft/20 degrees to 50ft/30 degrees
    • Bone Daddy
      • Siphon Life damage scale increased from 1.0 to 1.96, recharge decreased from 15s to 10s
      • Removed chance for critical hit from Soul Drain, frontloaded damage and tohit buffs
    • Death Walkers/Death Dolls
      • Dark Grasp damage scale decreased from 1.15 to 1.0, decreased hold from 70% chance to 50%, increased duration from scale 6.0 to scale 12, fixed incorrect power icon
      • Moonbeam damage scale increased from 1.3 to 1.96
      • Night Fall damage scale decreased from 2.0 to 1.1

     

    Sky Raiders

    • Jump Bots: Updated Maneuvers from auto to toggle, reduced activateperiod from 60s to 2s.

     

    Trolls

    • Added super leap to Supa Trolls/raving Trolls to fix being unable to reach the Troll Rave event.

     

    Unified People's Army (UPA)

    • DUST: Fixed Force Punch and Force Smash using broken sequencers and not animating.

     

    Vanguard

    • Hero 1: Fixed some sequencer misfires where he could fail to draw his sword when using non-sword powers.

     

    Warriors

    • Crystal Arrow updated from Hold to Sleep, increased damage from scale 1.0 to scale 1.32.
    • Heightened Senses, Practiced Brawler, Active Defense mez protection decreased by 33% (at level 50, mag 5.19 down to 3.46).

     

    Various

    • Fixed a bunch of NPC attacks missing InitialAttackFXFrameDelay value, causing some weapon attacks to desync weapon FX with redraw 2.0.
    • Fixed various powers using TempDamage table instead of appropriate normal damage table.
    • Standardized melee range to 7ft, fixed endurance costs, bad target caps, data cleanup.
    • Fixed legacy Hurl hit fx desynced from damage

     

     


    Architect Entertainment [Focused Feedback]

    Blackwing Industries

    • This group is now available to be used in Architect Entertainment content.

     

    Freaklok

    • This group is now available to be used in Architect Entertainment content.

     

    Skulls

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Wyvern

    • The new high level versions found in Kallisti Wharf are now available to be used in Architect Entertainment content.

     

    Kallisti Wharf Office Maps

    • These mission map tileset pieces have had an extensive decoration pass on all rooms which will automatically apply to existing AE arcs using these maps.
      • Spawn density and all other map specifics are unchanged for the AE versions of these maps.

     


    Miscellaneous

    • The villain Level 10 level-up trainer dialog now mentions the SG Registrar found in Mercy Island.
    • Fixed the respec counter from becoming negative when a character earns 128+ respecs.
    • Switching alignments will no longer remove the Event Messages channel for that alignment. It will still add the new one.
      • For example, if you're a villain and switch to hero, the Hero Zone Event Messages channel will be added to whichever tab contains Villain Zone Event Messages, but Villain Zone Event Messages will be retained unless manually removed.

     

    Inspirations

    • Corrected the description in Greater Protection Imbuement and Superior Protection Imbuement to no longer claim they last 3 minutes.

     

    LFG

    • Fixed incorrect merit payout award listed in Katie Hannon's Task Force in the LFG tab.
    • Fixed inaccurate level ranges displayed on Summer Blockbuster, Kane's House of Horror, and SSA 1.1.

     

    Anniversary Event

    • Event script has been rewritten in Lua and the legacy script discontinued.
    • Automatically starts on April 28th and ends on June 1st.
    • Ambushes will now spawn using the player level, capped to the level range of the zone.
    • Ambushes have a 50% chance of being an enemy group that the player needs for badge credit.
    • Decreased ambush chance from 75% to 65%.
    • Ambushes only reward the player with one Anniversary Merit.
    • Temporary Powers, Inspirations, Pet Summons and Minipet rewards can only drop from capsules without an ambush.
    • Fixed two glowie spawn points in Brickstown that were floating above the ground and not working correctly.

     

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  19. Gold Brickers

    • AU-Rifter:
      • Fixed Barrage checking smashing defense instead of negative defense.
      • Decreased Energy Punch damage from scale 1.64 to scale 1.16, decreased recharge from 8s to 5s.
      • Increased Whirling Hands damage from scale 0.7538 to scale 1.18, increased recharge from 10s to 14s.
      • Added missing immobilize to Total Focus, Whirling Hands.
      • Decreased Power Bolt damage from scale 1.64 to scale 1.0, decreased recharge from 8s to 4s.
      • Decreased Power Blast damage from scale 2.28 to scale 1.64, decreased recharge from 12s to 8s.
      • Increased Explosive Blast damage from scale 0.6041 to scale 0.9, increased recharge from 10s to 16s.
      • Removed disorient FX from melee immobilization.
    • AU-Bricker/AU-Bomber
      • Removed Barrage, Power Blast, Explosive Blast from AU-Bricker, removed Barrage from AU-Bomber to reduce power bloat.
      • Increased Energy Punch damage from scale 1.0 to scale 1.16, increased recharge from 4s to 5s.
      • Increased Whirling Hands damage from scale 1.0 to scale 1.18.
    • Boomer:
      • Decreased Knockout Blow damage from scale 3.0 to scale 2.56.
      • Increased Heavy Sonic Blast Cannon resistance debuff from 5s to 8s.
      • Increased Heavy Sonic Wave Cannon resistance debuff from 5s to 8s.
      • Fixed Resonator not debuffing psionic resistance, fixed resistance debuff using incorrect table, decreased from 14s to 8s.
      • Increased Sonic Cannon attacks' accuracy from 1.0x to 1.05x.
    • Breaker:
      • Decreased Bash damage from scale 1.3 to scale 1.0.
      • Decreased Pulverize damage from scale 2.0 to scale 1.64.
      • Fixed Shatter checking melee defense instead of AoE, decreased damage from scale 3.5 to scale 2.28.
      • Decreased Throwing Wrench damage from scale 2.0 to scale 1.64, increased recharge from 4s to 8s.
    • Rocketman/Bombardier:
      • Increased Sonic Gun resistance debuff from scale 0.27 for 4s to scale 0.5 for 5s.
      • Increased Heavy Sonic Blast Gun resistance debuff from 5s to 8s.
      • Decreased Sonic Grenade recharge from 20s to 16s, decreased resistance debuff from scale 1.5 for 10s to scale 1.0 for 8s.
      • Increased Rifle Butt damage from scale 1.3 to scale 1.32, increased recharge from 4s to 6s.
      • Increased Sonic Rifle attacks' accuracy from 1.0x to 1.05x.
      • Fixed Ripple Resonator missing AI flag, decreased recharge from 120s to 60s.
      • Removed duplicate Gold Skin resistance from Bombardiers.
    • Smelter:
      • Reduced Fire Blast animation from 1.67s to 1.2s.
      • Fixed Char having controller overpower.
      • Fire Shield now applies up to 3 targets per cast.
      • Decreased Forge buff from 120s to 60s.

     


     


  20. Crey

    • Paragon Protectors: Variants with Moment of Glory, Unstoppable, and Elude can now be stripped of these defensive powers by being Held before reaching 25%.
      • Will play a yellow electric FX when they lose their defensive T9 power.
      • If they activate their T9 it can no longer be stripped from them.
    • Crey Crisis Unit/Eliminator/Juggernaut:
      • Decreased Grenade Launcher damage from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Sleep Gas accuracy from 0.8x to 1.05x, increased recharge from 22s to 45s, increased sleep magnitude from 2 to 3.
      • Increased Hallucinogenic Gas recharge from 36s to 240s, increased radius from 10ft to 20ft.
      • Increased Tear Gas Grenade recharge from 25s to 30s, increased radius from 15ft to 35ft, increased debuff duration from 12s to 20s, increased tohit debuff from scale 0.5 to scale 0.7, removed unresistable flag.
      • Decreased Missile Launcher recharge from 8s to 6s.
      • Fixed Taunt having swapped radius and target cap.
      • Added missing root time to Personal Force Field.
      • Increased Brawl damage from scale 0.72 to scale 1.0.
      • Fixed Kick applying disorient instead of knockdown.
    • Crey Gamma Tank:
      • Fixed melee attacks not properly dealing split energy/smashing damage.
      • Fixed Radiation Siphon missing self heal.
      • Fixed Positron Cell using copypasted blaster hold mechanic.
    • Crey Protector:
      • Increased Cryo Rifle accuracy from 1.0x to 1.2x, increased slow debuffs from scale 0.2 for 10s to scale 0.3 for 12s, added missing continuingFX
      • Fixed AI issue with Force Bolt
      • Deflection Shield now applies up to 3 targets per cast.
    • Cryogenicist:
      • Decreased Cryogenic Shot damage from scale 1.6 to scale 1.0, decreased recharge from 8s to 4s, fixed immobilization fx, increased from 66% .chance to 100%, increased slow debuff duration from 6s to 15s.
      • Decreased Cryogenic Beam damage from scale 1.2 to scale 0.92, decreased recharge from 12s to 10s.
      • Decreased Absolute-Zero Beam damage from scale 2.6 to scale 2.17, decreased recharge from 17.6s to 14s.
      • Added missing AI flag to Benumb, decreased debuff duration from 20s to 15s.
      • Ice Shield now applies up to 3 targets per cast, fixed ugly ice cube FX.
      • Fixed Serum using wrong AI flag, decreased heal from scale 8.0 to scale 4.0, removed unresistable flag.
    • Added glowmask to visors of Crey Scientists when worn.
    • Added glowmask to eyes of Crey Tank enemies.

    gloweyesscientist.PNG.1a66d8c8f80df1086991cf346559fc03.PNGgloweyestank.PNG.92bc64840e7e26af0021395f23d84ea5.PNG

     


     


  21. Council

    • Galaxies
      • Boss Stygian Return activation chance reduced from 100% to 50%.
      • All versions of Stygian Return now have text popup warning on activation, delay before resurrection extended from 2s to 5s.
      • Removed Stygian Return from 50% of high level Galaxy Adjutants.
      • Removed Stygian Circle from Galaxy Archons, removed Stygian Return from Eclipse Galaxy Archons.
    • Archon Kruger
      • Increased Bone Smasher dmg from scale 0.7 to scale 1.64.
      • Decreased Cybernetic Blade dmg from scale 1.25 to scale 1.2, decreased recharge from 12s to 3.5s.
      • Decreased Energy Torrent dmg from scale 1.4 to scale 0.96, decreased recharge from 14s to 12s.
      • Increased Explosive Blast dmg from scale 0.7 to scale 1.0, decreased recharge from 6s to 4s.
      • Increased Power Blast dmg from scale 1.2 to scale 1.64, decreased recharge from 10s to 8s.
      • Reduced Power Bolt animation from 2s to 1s, increased dmg from scale 0.5 to scale 1.0.
      • Increased Power Burst dmg from scale 0.9 to scale 2.12, increased recharge from 8s to 10s.
      • Reduced Total Focus animation from 3.3s to 2.53s, increased dmg from scale 1.6 to scale 2.56, removed taunt.
      • Fixed some fx errors for his custom attacks.
    • Archon Burkholder
      • Increased Cybernetic Blade dmg from scale 1.0 to scale 1.2, increased recharge from 3s to 4s.
      • Increased Whirling Hands animation from 1.67s to 2.5s.
      • Trimmed attacks from high level version to allow AI to use power suite more intelligently.
      • Added Energize to high level version.
      • Fixed some fx errors for his custom attacks.
    • Vandal
      • Adjusted high version Missile Launch from scale 1.9 damage over time to scale 1.0 dmg, increased accuracy from 1.0x to 1.05x, increased recharge from 3s to 4s.
      • Increased high version Power Blast dmg from scale 1.1 to scale 1.64, increased recharge from 3s to 8s.
      • Increased Power Shot dmg from scale 0.75 to scale 1.0.
      • Increased Power Thrust dmg from scale 0.6 to scale 0.8, decreased recharge from 12s to 6s, decreased accuracy from 1.2x to 1.0x.
      • Increased Total Focus dmg from scale 1.5 to scale 2.56, removed taunt, decreased accuracy from 1.4x to 1.2x.
      • Adjusted Drill Strike from scale 0.633 damage over time to scale 1.42 dmg, increased recharge from 15s to 20s, decreased accuracy from 1.6x to 1.4x, increased knockup chance from 75% to 100%, now only works near ground.
      • Increased Whirling Hands dmg from scale 0.8 to scale 1.18, adjusted disorient from 100% chance, scale 8.0 mag 1, to 30% chance, scale 5.0 mag 2.
      • Decreased EM Pulse accuracy from 1.4x to 1.0x, decreased radius from 80ft to 60ft, adjusted end drain from -37.5 points to -33.75%, added special dmg vs robots.
      • Standardized Overload effect durations to all be 60s, increased defense buff from scale 3.0 to scale 6.0, increased maxhp buff from scale 2.0 to scale 4.0.
      • Removed duplicate AV resistance from high level Vandal.
    • Council Empire
      • Increased Missile Launcher dmg from scale 1.0 to scale 1.32, increased recharge from 1s to 6s.
      • Decreased Grenade Launcher dmg from scale 1.32 to scale 1.0, decreased recharge from 8s to 4s.
      • Increased Crippling Axe Kick dmg from scale 1.0 to scale 2.12, increased recharge from 3.83s to 11s, added fly and defense debuffs.
      • Fixed Dragons Tail checking melee instead of AoE defense, increased dmg from scale 1.0 to scale 1.18.
      • Increased Eagles Claw dmg from scale 1.96 to scale 2.28, increased recharge from 10s to 12s, increased disorient from 60% chance to 100%.
      • Decreased Thunder Kick dmg from scale 1.0 to scale 0.84, decreased recharge from 4s to 3s, adjusted disorient from 100% chance mag 1, to 10% chance mag 2.
      • Added chance for critical hit to all martial arts attacks.
      • Increased Brawl dmg from scale 0.68 to scale 1.0, increased recharge from 2s to 4s.
    • Miscellanous
      • All (non-AV, non-GM) critical knockback is no longer flagged to be unresistable.
      • Removed chance for critical knockback from werewolves, robots.
      • Applied updated weapon and martial arts animations to Council Empire enemies.
      • Fixed some AI flags for powers.
      • Adjusted spawndefs to reduce the appearance rates of transforming enemies.

     


     

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